Post by lat on May 28, 2010 3:08:56 GMT
Name: Mark Jameson
Age: 26
Gender: Male
Race: Human
Weight: 150lb
Eyes: Green
Hair: Light brown
Appearance:Standing at about 1.8 metres Mark, altough weak and scrawny compared to many of the people of the wasteland he makes it through with his quick reflexes, his sharp wit and, of course, his dashing good looks. As he tends to avoid fights and aims to look the least threatening and inconspicuous he normally wears smart, although scuffed, clothing. Forgoing armour because "It makes me look like I want to fight"
Bio: Born in what could be best described as the shithole of New Reno Mark got through life as best he could in a town run by gangsters and drug dealers. While it did protect him from the harsh wasteland beyond he had to survive by other means. His grandfather's lucky watch helped him only partially, he sharpened his wit and his reflexes, he knew to survive this town other than luck he needed a quick mouth, a quick trigger finger and to be able to hide when it all went wrong.
Which it did. Spectacularly. He spent a night with a very pretty girl after a high class party he was fortunate enough to be reroactively invited to after a word to the doorman. It wasn't until he woke up with several men pointing guns at him when he realised who he just slept with was the daughter of the owner of the casino he was so graciously staying in. Through some good fortune he was able to escape with his clothes and get out of town. This victory didn't last long, a week after he left the town border some slavers heard of the bounty on his head and captured him without much trouble.
Now the one thing that went though his mind as he woke up, other than wanting to know why he was in a cage but also where the hell was his grandfather's lucky pocket watch.
Total +/- Base Racial Min/Max
ST 3 ___ 3 1/10
PE 6 ___ 3 1/10
EN 4 ___ 3 1/10
CH 8 ___ 3 1/10
IN 5 ___ 3 1/10
AG 8 ___ 3 1/10
LK 6 ___ 3 1/10
Level: 1
Karma:
HP/Level: 5
Experience: 245
Wounds: -
Carry weight: 100lbs
Hit Points: 22/26
Armor Class: 8%
AC +/-: -
Base AC: 8%
DT/DR +/- Base Armor:
Normal / ___ ____ ____
Laser / ___ ____ ____
Fire / ___ ____ ____
Plasma / ___ ____ ____
Explode / ___ ____ ____
Poison resistance: 20%
Radiation resistance: 8%
Gas resistance: 0%/0%
Electricity resistance: 10%
Healing rate: 1
Skills
Total +/- Base %
Small Guns (Tag) 56% 28%
Big Guns ___ 20%
Energy Weapons ___ 25%
Primitive Missile weapons ___ 18%
Unarmed ___ 17%
Melee Weapons ___ 17%
Throwing ___ 22%
First Aid ___ 21%
Doctor ___ 21%
Sneak (Tag) 54% 27%
Lockpick ___ 25%
Steal ___ 27%
Traps ___ 25%
Science ___ 24%
Repair ___ 22%
Pilot ___ 26%
Speech (Tag) 54% 27%
Barter ___ 30%
Gambling ___ 25%
Outdoorsman ___ 17%
Climbing ___ 14
Swimming _____ 16
Action points: 9
Sequence: 12
Melee Damage: 0
Critical Chance: 6% (+10 finesse)=16%
Armour Condition:
Left Hand:
PE Range Mod:
Weapon ___________ Rng ____ Dmg ______
APs: Single ____ Target ____ Burst ____
Ammo ____ Ammo Damage ____ Rounds __/__
+/- _____
Condition:
Right Hand:
Weapon ___________ Rng ____ Dmg ______
APs: Single ____ Target ____ Burst ____
Ammo ____ Ammo Damage ____ Rounds __/__
+/- _____
Condition:
Inventory:
*
Traits and Perks Effects
Finesse: +10% critical threshold with weapons but -25% damage after damage threshold.
Chem Resistant: 50% chance to be addicted to chems but they last half as long
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Age: 26
Gender: Male
Race: Human
Weight: 150lb
Eyes: Green
Hair: Light brown
Appearance:Standing at about 1.8 metres Mark, altough weak and scrawny compared to many of the people of the wasteland he makes it through with his quick reflexes, his sharp wit and, of course, his dashing good looks. As he tends to avoid fights and aims to look the least threatening and inconspicuous he normally wears smart, although scuffed, clothing. Forgoing armour because "It makes me look like I want to fight"
Bio: Born in what could be best described as the shithole of New Reno Mark got through life as best he could in a town run by gangsters and drug dealers. While it did protect him from the harsh wasteland beyond he had to survive by other means. His grandfather's lucky watch helped him only partially, he sharpened his wit and his reflexes, he knew to survive this town other than luck he needed a quick mouth, a quick trigger finger and to be able to hide when it all went wrong.
Which it did. Spectacularly. He spent a night with a very pretty girl after a high class party he was fortunate enough to be reroactively invited to after a word to the doorman. It wasn't until he woke up with several men pointing guns at him when he realised who he just slept with was the daughter of the owner of the casino he was so graciously staying in. Through some good fortune he was able to escape with his clothes and get out of town. This victory didn't last long, a week after he left the town border some slavers heard of the bounty on his head and captured him without much trouble.
Now the one thing that went though his mind as he woke up, other than wanting to know why he was in a cage but also where the hell was his grandfather's lucky pocket watch.
Total +/- Base Racial Min/Max
ST 3 ___ 3 1/10
PE 6 ___ 3 1/10
EN 4 ___ 3 1/10
CH 8 ___ 3 1/10
IN 5 ___ 3 1/10
AG 8 ___ 3 1/10
LK 6 ___ 3 1/10
Level: 1
Karma:
HP/Level: 5
Experience: 245
Wounds: -
Carry weight: 100lbs
Hit Points: 22/26
Armor Class: 8%
AC +/-: -
Base AC: 8%
DT/DR +/- Base Armor:
Normal / ___ ____ ____
Laser / ___ ____ ____
Fire / ___ ____ ____
Plasma / ___ ____ ____
Explode / ___ ____ ____
Poison resistance: 20%
Radiation resistance: 8%
Gas resistance: 0%/0%
Electricity resistance: 10%
Healing rate: 1
Skills
Total +/- Base %
Small Guns (Tag) 56% 28%
Big Guns ___ 20%
Energy Weapons ___ 25%
Primitive Missile weapons ___ 18%
Unarmed ___ 17%
Melee Weapons ___ 17%
Throwing ___ 22%
First Aid ___ 21%
Doctor ___ 21%
Sneak (Tag) 54% 27%
Lockpick ___ 25%
Steal ___ 27%
Traps ___ 25%
Science ___ 24%
Repair ___ 22%
Pilot ___ 26%
Speech (Tag) 54% 27%
Barter ___ 30%
Gambling ___ 25%
Outdoorsman ___ 17%
Climbing ___ 14
Swimming _____ 16
Action points: 9
Sequence: 12
Melee Damage: 0
Critical Chance: 6% (+10 finesse)=16%
Armour Condition:
Left Hand:
PE Range Mod:
Weapon ___________ Rng ____ Dmg ______
APs: Single ____ Target ____ Burst ____
Ammo ____ Ammo Damage ____ Rounds __/__
+/- _____
Condition:
Right Hand:
Weapon ___________ Rng ____ Dmg ______
APs: Single ____ Target ____ Burst ____
Ammo ____ Ammo Damage ____ Rounds __/__
+/- _____
Condition:
Inventory:
*
Traits and Perks Effects
Finesse: +10% critical threshold with weapons but -25% damage after damage threshold.
Chem Resistant: 50% chance to be addicted to chems but they last half as long
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