Post by Someguy on Jun 15, 2010 23:22:56 GMT
Use this to track your current character's stats. I'll modify it as your status changes.
***
Party A
Party Leader: None
Party Funds: 116g
Party Location: Zurich
Vehicle: Missing In Action
Vehicle: None
Equip: N/A
Item
N/A
PC List
(II) Fire Bear
LV: 2 (117/200xp)
Strength: 4
Perception: 7
Endurance: 6
Charisma: 5
Intelligence: 7
Agility: 7
Luck: 5
Points: 0
Karma: -20
Equip:
-) Katana
-) Carbon Bow
WPN) A Sporting Chance: The Carbon Bow offers greater accuracy for hitting a still target. Gain +2R when shooting at a target that is not moving/a stationary object.
WPN) Bushido's Code: A character wielding this weapon with exactly 0 karma can roll three times when attacking with this weapon; they then select the best roll outcome.
ARM) Kevlar Vest: Blocks small projectiles (3). AG -1.
ARM) Braced: The Bracer prevents sprains from occurring, and boosts SM by 2 when jumping and landing from a high height.
Heavy Item
-) Carbon Bow [E]
-) Kevlar Vest [E]
-) 9mm Beretta
-) Katana [E]
Satchel
-)
-) Shortbow
Light Item
-) First-Aid Kit x2
-) Bracer [E]
-) Serum x1
-) Walkie Talkie
-) Klamath's Coat & Hat
Synthetic Biologist: You don't just know what makes things tick but how to make them tick as well! The Synthetic Biologist is able to produce small organisms using a Chemistry Set with beneficial or harmful effects depending on what's needed. Whip up some ligament-fixing critters for support or a nervous-system munching virus for your foes (or friends, in the case of practical jokes).
Job Aptitude: I Have A BOW Bestiary: This character can now identify the properties and weaknesses of BOWs in addition to flora & fauna and animals.
Job Sucktitude: Unpeople Person: Perhaps too much time has been spent studying animals and plants. Perhaps people don’t like being talked through the finer points of dissecting a living frog while it’s skin is flayed to a metal plate. Or perhaps the biologist simply doesn’t like people full-stop. Whatever the case, there’s a distinct inability to communicate; this character loses 1R whenever a speech/barter challenge is attempted.
Special Ability 1: Bio-Bomb: A poisonous gas-bomb with the power to put all enemies to sleep…or put all allies to sleep. When activated, the GM rolls a dice. If the result is Even, the effect is applied to the enemy. If it is Odd, it is applied to all allies instead. The Biologist cannot resist this effect (i.e. falls asleep instantly), but allies can (Bio-Bomb Check=Endurance).
Special Ability 2: My Friends Are Cellular: The Synthetic Biologist can, once per chapter, custom-build a fleet of airborne munchkins with a mix of one positive effect and one negative effect. They will have these properties for the rest of the chapter and can be used on friends, or on foes.
Positive Effect
-) Injury Reduction: All SM penalties caused by injuries are reduced by 1.
-) Steady: The afflicted become much steadier with their aim, granting +1SM when shooting.
-) Eureka!: The afflicted become much faster of thinking, raising Intelligence by 2 for the duration.
Negative Effect
-) Nerves Are Tasty: An attack on the central nervous system leaves the afflicted with less Strength and Endurance, inflicting a -1 penalty.
-) Groggy: The virus creates fatigue in the afflicted, dropping their Intelligence and Perception by 1.
-) Glass Cannon: The afflicted become much more susceptible to injury. A fail will result in an instant injury.
Perks
-) Dammit, Jim (1): Medical training allows this character to heal injuries and settle wounds with greater effectiveness (SM+1).
-) Paranoid: Better safe than sorry. Whenever a Player Character initiates a hostile action, this character enjoys an SM boost when avoiding it (SM+2).
-) Loner: Self-dependency breeds a special kind of toughness. This character gains a massive boost to SM in life-threatening situations when alone (SM+3).
-) Forest Friends (1): This character has an affinity with animals and knows how to handle them. An SM boost is granted when trying to calm/tame a hostile creature (SM+2).
-) Politician (1): A gift of the silver-tongue gives this character the edge in speech checks (SM +1).
(III) Pete Skulduggery
LV: 3 (26/300xp)
Strength: 5
Perception: 6
Endurance: 6
Charisma: 6
Intelligence: 6
Agility: 6
Luck: 7
Points: 0
Karma: -123
Equip
-) Steak Knife
-) 9mm Beretta
-) Hush Puppy
-) Rapier
WPN) Touché: The character will always enjoy first-strike advantage when attacking with this weapon at close-range and all dodging actions become counter-attack actions (if dodging action is to avoid an enemy attack). This weapon will shatter if struck with any considerable force.
WPN) Hushed: The Hush Puppy is a tranquilliser gun; anyone shot with this will be made drowsier before falling unconscious. Body shots req. two shots for KO and SM: 5, head shots req. one shot for KO and SM: 3.
ARM) Kevlar Vest: Stops small projectiles (3). AG -1.
Heavy Items
-) 9mm Beretta [E]
-) Kevlar [E]
-) Hush Puppy [E]
-) Steak Knife [E]
-) Rapier [E]
Light Items
-) Compass
-) Mirror-Stick
-) Walkie-Talkie
-) D.E.X Evidence
-) Mysterious Bottle
-) F-Aid Kit x1
Roguish Adventuring Ace: There's always someone better. Know the phrase? Well, good sir, in the case of the Roguish Adventuring Ace that someone better just so happens to be you. While the Maverick maps the temple, the Ace has the layout already memorised. The artefact is not pilfered by the Ace; it is given to him as a gift by the indigenous population he has befriended. And those fascists are now liberal-minded charity workers thanks to a well-worded argument by...the Roguish Adventuring Ace!
Job Aptitude: Survival THIS+: The character doesn’t just shrug off injuries like before; he’s fuelled by them. Whenever injured, this character gains a boost of +2 to Strength and Endurance.
Job Sucktitude: My Hat!: Your hat, while being a symbol of your prestigious pedigree of Awesome, is also your most tragic weakness as losing it will herald your complete loss of credibility as an Adventurer. When prompted, roll for a Hat Check. If this check is Failed then you’ve LOST YOUR HAT. Your job will switch to the Citizen Suck track until said hat is retrieved and replaced upon your head. All perks are carried over.
Special Ability 1: Just Shoot ‘Em: Can be activated only when equipped with a pistol. This ability can be activated once per chapter, and only against an opponent wielding a melee weapon/bare-handed fighter. The target is shot dead instantly. Bullet aims for the chest/torso/chunky bit connecting the limbs.
Special Ability 2: Throwing Your Weapon Always Works: It is indeed true. Activate only with a weapon equipped. The weapon is unequipped then thrown at an enemy. The effect depends on the weapon throw, so a sword will stick in someone without fail whereas a pistol being thrown will provide, at best, a second’s distraction.
Special Ability 3: Ace Play: For one roll, the Ace can activate this ability. Temporarily, one SPECIAL stat can be risen to 10 for the purposes of SM checks. This ability can be used once per chapter; after use, the character must make an injury check (SM: 0 + Endurance) to avoid taking an injury from pushing themselves too hard.
Perks
-) Freelancer: A jack of all trades, this character has knack for all those odd jobs that cement over the cracks between the more major skills. Enjoys +1SM for general and improvised tasks.
-) Politician (1): A gift of the silver-tongue gives this character the edge in speech checks (SM +1).
-) Dammit, Jim (1): When being all medical, you get a boost of 1SM.
-) Lucky Tattoo: Activate after a roll result. Another dice is rolled and, depending on the result, the appropriate effect is applied to the roll this ability was activated for: TESLA = +2R, Success = +1R, Meh = No Change, Fail = -1R, Epic Fail = Instant Epic Fail. This ability cannot be activated in response to itself.
-) Split-Second Smarts: This character has reactions that would put a 24-hr Halo addict to shame. When the chips are down and its ‘Survival Time’, this character enjoys a +1SM boost.
-) Guardian Angel: When staring death in the face, the player can roll a four-sided die; if it matches the GM’s roll on a 6-sided die then a miracle might happen…
-) Everyone’s Grudge (2): Whenever a colleague is killed, this character can execute a number of roll-based actions equal to the number of PC’s and travel-party NPC’s killed thus far. This can only be used for aggressive actions; not healing or resuscitating or running away, etc.
-) SIC Senses: While accompanied by the SIC, the character will be able to detect incoming threats that would otherwise be undetectable. Whenever a catastrophe is imminent, the GM will roll a four-sided die. If even, the SIC will warn the player. If odd, the SIC will not detect the threat.
-) If It Bleeds, It Can Talk: This perk activates before an Intimidate check is used. Roll a four-sided die. If the die matches the GM's roll on a four-sided die then the character ascertains the victim's weakpoint and can exploit it for an instant success. This perk has no cost and an Intimidate can be attempted afterwards. Using this perk successfully damages karma by 5.
(IV) Moemeister (AWOL)
Lv: 1 (10/100xp)
SPECIAL: Unknown
Karma: 0
Equip: Batting Gloves
Heavy Items
Light Items
-) Hair Gel
-) Hip Flask
-)
-)
-)
Monk: A fist-flailing, chakra-harnessing, habit-wearing BADASS.
Job Aptitude: Fists of Awesome: No-one’s beating this guy in a fist-fight. Hell, even bullets think twice before tangling with this guy’s knuckles. Gains a +3SM boost in unarmed combat.
Job Sucktitude: Holy Dogma: This character cannot use, or be the recipient of, any First-Aid Kits, Serums, Resus-Kits, etc. Something about subverting the will of God or whatever.
Special Ability: Foot of Justice: This can only be used once per chapter, and the target has to be lacking in Justice. Upon activation, roll a die. The result determines the effect: TESLA = All enemies in the area vaporised, Success = Target destroyed,
Meh = Target injured but not killed, Fail = Nothing Happens, Epic Fail = Justice Implosion.
Perks
-) Jackie-Chan Skeleton (1): As if made of rubber, this character can perform extreme feats of acrobatical skill (+1SM).
-) Freelancer: A jack of all trades, this character has knack for all those odd jobs that cement over the cracks between the more major skills. Enjoys +1SM for general and improvised tasks.
-) I Must Dance: This character cannot sneak. It is beyond him. Everything from the hair on his head to the spontaneous outbreaks of dance and the sudden roaring of the word ‘JUSTICE!’ does not lend to his general sneaky-about-ness. This character cannot undertake stealth actions. This character must also pass a Dance Check when prompted which, if failed, results in uncontrollable dancing which lasts until a Dance Check is successfully passed.
-) Doesn’t Play Well With Others: This character, when engaged in an involuntary action that threatens team-mates, loses 1SM when attempting to cease that action. Conversely, all team-mates, used to the madness, now gain 1SM when trying to stop that action.
(V) Vinny
LV: 2 (53/200xp)
Strength: 4
Perception: 7
Endurance: 4
Charisma: 6
Intelligence: 8
Agility: 5
Luck: 6
Points: 1
Karma: -10
Equip:
-) Sawn-Off
-) N-10
WPN) Buckshot Sandwich: This weapon kills unarmoured targets instantly at melee range.
WPN) N-10: Better accuracy (+1SM when firing the N-10).
Heavy Items
-) N-10 [E]
-) Sawn-Off Shotgun [E]
Light Items
-) Bottle of Whisky
-) Blue-Wine
-) Walkie-Talkie
-) F-Aid Kit x1
-)
Underhanded Bastard: He’s going up in the world, is our Sneaky Bastard.
Job Aptitude: Blend In Bastard: This character is able to blend into his surroundings, avoiding a potential angry mob or accusatory finger. This character can now blend in while moving and also shift blame from himself to another person, though this will only work if the enemy has been unable to identify him prior.
Job Sucktitude: You Trust Me, Right?: There’s a distinct lack of trust for this character. He will lose 1R from any and all speech challenges and barter challenges.
Special Ability 1: Play Dead: Losing a fight? No reason to lose your life too, right? Activate this to Play Dead. All hostiles will leave you alone and target allies instead (but if your allies survive the fight, then you may have some explaining to do :/ )
Special Ability 2: Decoy: This character can, if a Success is rolled, use an ally as a decoy to save his own hide or as a distraction against danger. This move can be used without the decoy’s permission.
Perks
-) Fists of Dan McGraw (1): +1SM in fistfights.
-) That One Was A Practise: This character can eliminate Survival Time status for himself…at the cost of 5SM OR negate the outcome of any bad roll at the cost of reducing all other players SM by 1 for the rest of the chapter. This ability can only be used once per chapter; only one effect in this ability can be used.
-) I Am Atheist: By pure stint of disbelief, this character is immune to anything remotely supernatural or Act of God-ish. Conversely, this means he will not receive the benefits of any mystics or miracles that happen to come his way.
-) Greyfinger (1): This character has a gift for the mechanical and can pick locks or fix up complex machinery and fashion tools from any old piece of scrap or junk. Grants an SM boost of 1 when dealing with machines and opens up unique options as well as the ability to identify the function of various machines, except computers.
-) Saboteur: This character is great at sabotage and espionage. Any action that involves disabling or hindering opponents through mechanical trickery is granted an SM bonus of 3.
-) Silver Tongue: When this character intends to deceive or mislead during a speech challenge, he’ll gain a +2R bonus. Pep talks do not count. Convincing someone to make a suicidal charge for the enemy while you slip away, however, do.
-) Foxgloves: This character can handle poisons correctly and can identify most noxious substances on sight. When applying poison in front of team-mates, there is a bonus of 2SM. When applying poison secretly, this bonus is 1SM.
-) Who Dares, Lives: This character can now, for ANY roll, gain a +3SM bonus in return for being put into instant Survival Time. It’s risky, it’s dangerous, but it will get shit done…unless you roll a Fail, that is.
-) Cinders Are Fireproof: This character has been burned up enough to laugh fire in the face and use it as a foot-rest to keep his feet nice and toasty. Whenever an injury is inflicted by fire, the character reduces the SM penalty by 1.
-) The Phone In My Head: A constant ringing in his damaged ears means that this character is now unable to detect threats as easily. In any roll or situation that demands a good sense of hearing, this character loses 2 Perception.
-) Backed-Up: A permanent back injury prevents this character from moving overly heavy objects, reducing Strength by 2. It also inflicts an SM penalty of 1 whenever sneaking/moving while crouched low (going cover-to-cover behind a set of vehicles, for example).
(VI) Tsunami
Lv: 2 (110/200)
Strength: 8
Perception: 3
Endurance: 8
Charisma: 7
Intelligence: 4
Agility: 7
Luck: 3
Point: 1
Karma: +10
Equip:
-) Tag-Team Champion Belt
-) Baton
WPN) +2SM when employing high-flying manoeuvres.
WPN) The Baton triggers the hardcore specialist perk.
Heavy Items
-) Tag-Team Champion Belt [E]
-) Beer Cooler (3 beers remaining)
-) Kevlar Vest [E]
-) Baton [E]
Light Items
-) Goggles
-) Walkie Talkie
-) F-Aid Kit x1
Pro-Wrestler (Face): You better believe that the Pro-Wrestler gonna come down on your candy-ass like a tonne of rectangular building things! He’ll give you a melee/grappling experience you ain’t NEVER gonna forget! His signature taunt, special move, and Intimidating Presence will rock you, brother! Woo!
Job Aptitude: Athlete Superstar: Injury is part and parcel of the Pro-Wrestler’s world and a little experience in the ring has taught a special kind of toughness. This character reduces injury penalties by 1SM.
Job Sucktitude: Scripted Fighter: This guy just can’t leave his Kayfabian days behind him. When prompted, roll for a Kayfabe check. If failed, the character purposely makes a mistake and hands the advantage over to the opponent.
Special Ability 1: Wrestler Arts: Can only be activated once per chapter. When activated, the GM rolls a 20-sided dice. Depending on the outcome, a wrestling move with a specific effect will be inflicted on the targeted enemy. The moves are listed:
1) Tombstone Piledriver: Instant Kill, regardless. Tsunami gains a perk depending on the target.
2-5) The Money-Shot: An enemy is trapped under Tsunami and the party gain 500g.
6-10) Cobra Clutch: An enemy is clinched. Tsunami then has the option of recruiting the clinched enemy by passing a difficult Cobra Recruitment Check.
11-15) Stone-Cold Stunner: Need to talk to them afterward? The Stone-Cold Stunner will KO an enemy, but not kill him.
16-20) Suplex of Sanctimony: Powerful Suplex creates a tremor that knocks enemies and allies from their feet. Does not affect Tsunami. The person used in the Suplex is KO’d.
Special Ability 2: Tag-Team: This character can ‘tag’ with an ally to swap places with them. This move can be used to swap a heavily injured character with a healthier one, thus creating a better SM chance or better options. The tag must be within physical reason to work (requires hand touch) and needs the consent of both players before it can be made. Only works if this character is one of the taggers.
Tag Ability: Starshot: Thanks to Tsunami’s brute strength and Starlong’s flak-studded hat & naturally aerodynamic shape, the pro-wrestler can fling him like a bullet at any target, with devastating results. This ability can only be activated once per chapter. This ability can be activated only when Starlong and Tsunami are close together. This ability can only be activated either by the consent of both players, or by Tsunami forcing Starlong into a roll check (if Failed, the ability will be activated).
Perks
-) Intimidating Presence: Maybe it’s the height, the muscles, and the general look of insane violence but whenever this character is present at a speech check, it grants +1SM bonus for the person undertaking the challenge. Applies for Tsunami’s speech checks as well.
-) Fists of Dan McGraw (1): Knuckles hardened in whisky-soaked blood in bar brawls innumerable have afforded the character a higher class of punch (+1SM).
-) Kevlar Back: This character can lift impossibly heavy objects.
-) Team Player: Being part of a tag-team back in the day has made this character a team player. He gains +1SM whenever with a teammate but suffers a penalty of 1 to SM whenever alone.
-) Hardcore Extremist: This character gains an SM boost when employing the use of items commonly associated with the ring, such as ladders, chairs, microphones, etc (+2SM).
-) Flash Flood: Having been taught the intricacies and psychology of hand-to-hand combat, this character can now make two rolls at the start of any hostile encounter.
Unperks
-) Entrance Music: Whenever this character enters a building, he kind of has to announce it. Whenever this character enters a building, everyone inside instantly knows he is there.
(VII) Shovelling Stevens
Lv3 (219/300xp)
Strength: 10
Perception: 4
Endurance: 8
Charisma: 1
Intelligence: 4
Agility: 8
Luck: 5
Karma: +15
Equip:
-) Tag-Team Champion Belt
-) Baton
WPN) Shovelling: This weapon can be used for shovelling. +10 to SM when shovelling something.
ITM) The Tool Bag grants a boost of +1SM when Repair and similar jobs are being performed.
Heavy Items
-) Coal Shovel [E]
-) Tool Bag (5 Uses)
-)
-)
-)
-)
-)
-)
-)
-)
Light Items
-) F-Aid Kit x1
Job: Working Class Hero: Our Working Class Man has come a long way, and is now recognised as a true symbol of the working classes' dormant courage and strength that rises up in times of strife. When the shit needs shovelled, the Man is ready. But when the fighting comes and the people need a Hero then expect this stoic man of the people to not be found wanting; he is ready to lead them...and he's taking his shovel with him.
Job Aptitude: The Common Touch (3): This character enjoys a boost of +3SM whenever operating machinery, weapons, or talking to things/folks of a decidedly working class nature. Boilers, pitchforks, your run-of-the-mill labourer; all are within the Working Class Man's scope.
Job Sucktitude: The Refiner Things in Life: This character, conversely, has little truck with anything that isn't down to earth or even the least bit delicate. As a result, this character suffers a penalty of -2R when operating machinery, weapons, or talking to things/folk of a decidedly more delicate or refined nature. Computers, rapiers, and your average accountant are all part of a mysterious and unknown world that the Working Class Man neither knows about, or cares to know about.
Special Ability 1: Hard Living: A tough life has given the character a very hardy constitution and the will to sometimes press on. Whenever injured, make a Hard Living check (SM:0 + END). If passed, the injury is negated. Can only be used in response to one injury per chapter.
Special Ability 2: Hammerblow: Roll a Hammerblow Check (SM: 3). With an almighty swing of a melee weapon that the character has an affinity for via their Aptitude, the character can remove one enemy from area, home-running them into outer orbit. Cannot be used on a Boss character.
Special Ability 3: Power of Labour: When equipped with a weapon that the character has an affinity with via their Aptitude, this ability can be used. Once per chapter, the character can smash the ground with a colossal blow that shakes the very earth, destabilising all opponents in range and making them miss their turn/negating their attacks (can be used as a counter).
Perks
-) Toughness: Once per chapter, this character can survive a lethal outcome.
-) Fists of Dan McGraw (2): +2SM in fist-fights.
-) Intimidating Presence: Maybe it’s the height, the muscles, and the general look of insane violence but whenever this character is present at a speech check, it grants +1SM bonus for the person undertaking the challenge. Works for the character's speech checks as well.
-) Greyfinger (1): This character has a gift for the mechanical and can pick locks or fix up complex machinery and fashion tools from any old piece of scrap or junk. Grants an SM boost of 1 when dealing with machines and opens up unique options as well as the ability to identify the function of various machines, except computers.
Unperks
-) Of Few Words: The finer arts of lying and persuasion are not with this character. Any speech check taken will be hit by a -3R penalty.
-) Coal Lungs: Years spent working with noxious chemicals and substances has left the character with some health problems. After running or three rolls of uninterrupted action (attacking, dodging, etc.), this character will suffer a -1SM penalty. After five rolls of uninterrupted action, the penalty will be -3SM.
-) Man of Honour: This character has iron principles that he must adhere to at all times; having negative karma will inflict a
-2R penalty to all rolls.
(#) Blanka
Lv: 2 (182/200)
Strength: 7
Perception: 9
Endurance: 4
Charisma: 7
Intelligence: 3
Agility: 6
Luck: 5
Points: 0
Karma: 0
Equip:
-) Whet Stone
WPN) Whet the Appetite: A good whet stone or similar sharpening object can do wonders for a dog's teeth and claws.
Heavy Items
-) Whet Stone [E]
Assault Dog: When Attack Dogs fail, it’s Assault Dog time. This dog is a one-canine siege weapon and is able to engage multiple foes at once or punch through enemy lines on command.
Job Aptitude: Warhound: This dog doesn’t just have the training, it has the experience. The Assault Dog enjoys a boost to SM when engaging a hostile target (+2SM) but can also assist in the endeavours of its owners. When fighting with Blanka at their side, a character enjoys a +1SM boost.
Job Sucktitude: Lost in Translation: Dogs are dogs. That means they don’t always understand what it is you want them to do. Whenever instructions are given to the Assault Dog, a roll challenge has to be passed. If it is failed, the dog will not carry out the instruction.
Special Ability 1: Intimidate: Need someone intimidated? Nothing does the job better than a growling set of fanged jaws! A character gains +2R to an aggressive speech challenge when employing the use of this ability.
Special Ability 2: Item Search: Your canine friend used to belong to a scavenger, and so has been trained to find items of practical and financial worth. On command, you can send the dog away to go on an item hunt, the results of which are determined later. The appropriate effect is applied through an Item Search Check: TESLA = Great/Unique Item, Success = Useful Item, Meh = Generic Item, Fail = No Item, Epic Fail = Dog Does Not Return.
Perks
-) Follow My Nose: The dog has a remarkable sense of smell. Living enemies can be identified long before appearing and the dog also has the ability to track people down, if a scent can be found.
-) Man’s Best Friend?: The dog is very loyal to its owners and will automatically act to defend these characters from harm, if no other command is given. This can be a double-edged sword if the dog misidentifies a threat, or dashes headlong into danger.
-) Nasal Radar: The dog can now detect where anyone is provided there is a trail and a scent sample to follow. Any SM checks that would have been rolled for this are now not needed.
#) El Cid
Lv: 3 (9/300)
Strength: 6
Perception: 4
Endurance: 4
Charisma: 8
Intelligence: 6
Agility: 4
Luck: 10
Points: 0
Karma: -10
Equip: Red9 (Chinese Pistol) & Iron Spear
ARM) Kevlar Vest: Stops small projectiles (3). AG -1.
Heavy Items
-) Red9 [E]
-) Iron Spear [E]
-) 9mm Beretta
-) 9mm Beretta
-) Kevlar Vest [E]
Light Items
-) Pack of Cigarettes
-) Pack of Cigarettes
-) Pack of Cigarettes
-) Pack of Cigarettes
-) Lighter
-) F-Aid Kit x1
Job
Smuggler Maestro: With great experience of covertness and underhandedness, the Smuggler Maestro has joined the ranks of well-known names in the world of barter and general logistical sneakery. He's definitely the go-to guy whenever you need something, legal or otherwise.
Job Aptitude: Barter Baron III: This character is a great negotiator, having to deal with some pretty shady characters in his time. Enjoys a +3SM bonus in barter checks.
Job Sucktitude: The Law'll Get Me: Being a famous smuggler, this character is a wanted man. Any encounter with law enforcement will result in their attempt to arrest him and, if a speech persuasion check isn't passed, to arrest anyone who happens to be with him as well.
Special Ability 1: Dragoon Jump: Can be used only with a spear or equivalent equipped. The character makes a great leap which removes him from danger for a hostile roll THEN delivers a killing blow to an opponent. Can be triggered once per turn.
Special Ability 2: Emergency Stash: This character can, once per chapter, break out the emergency 'rainy day' supplies. Name a known item, and the smuggler will be able to produce it. This does not apply to key items or 'unique' items.
Special Ability 3: Remember That Time I Did That Thing?: This can be used once per chapter. In a barter or speech check, the character can automatically guarantee a success using this ability by calling in an old favour with the target in question.
Perks
-) Barter Boss (2): This character enjoys +2SM when bartering for goods or discounts.
-) Pilot Wings: This character is capable of flying aircraft and enjoys +2SM when making manoeuvres.
-) Toughness: This character can survive one lethal outcome per chapter.
-) Restroom Rambo: Whenever this character finds him or herself holed up in a bathroom or similar, they gain a boost of +2R to all checks. They are also capable of turning said bathroom into a small fort for a Luck SM check of 5 (for required materials) which extends the bonus to all party members inside the bathroom fort
Unperks
-) Smoker's Bane: This character is a heavy smoker. If cigarettes aren't available, he'll suffer a -2SM penalty and be unable to activate abilities or enjoy the benefits of perks.
(#) Willy
Lv: 3 (167/300xp)
Strength: 4
Perception: 7
Endurance: 4
Charisma: 4
Intelligence: 10
Agility: 4
Luck: 9
Points: 0
Karma: 0
Equip:
-) 9mm Beretta
Heavy Items
-) Chemistry Set
-)
-) 9mm Beretta [E]
Light Items
-) F-Aid Kit x3
-) Turbo x1
Chemist: Practitioners of all things both noxious and explosive, the Chemist acts as an impromptu and unorthodox medic for any band of ne'er-do-wells, with the knowledge to provide poisons, medicines, and anything else that comes to mind. Just don't expect them to fight very well; all that dabbling in thick fumes have left them somewhat sickly in constitution.
Job Aptitude: Captain Chemicals: This character can immediately identify the properties of any unknown chemical, without that inconveniently fatal trial and error nonsense. Also, the effect of all chemicals used is boosted if the Chemist administers them.
Job Sucktitude: Lead Lungs: This character is incredibly non-athletic. Any situation requiring just a hint of athleticism or aerodynamics is going to end in tears. Or long streaks of blood covering the place, depends what your running away from.
Special Ability 1: Brewer's Bonus: Once per chapter, one of the following three items can be brewed by the Chemist at the party's behest. i) Turbo, ii) Hydra, or iii) Serum.
Special Ability 2: Vial Toss: This character can throw a chemical at a party member and deliver the effects of it without having to be physically close to them.
Special Ability 3: F-Aid Blast: This character can, once per chapter, produce and administer an immediate F-Aid kit to another character without needing one in the inventory.
Unperks
-) Backed Up: This character, because of a bad back, cannot lift heavy objects.
-) Sucky Sinuses: Bad sinuses means that this character will often experience migraines, preventing the use of Special Abilities.
-) Radioactive Apathy: This character's apathy toward life is infectious! All characters in the immediate proximity will suffer a
-1SM penalty when undertaking any action.
-) Bad Feet: This character has bad feet, meaning that any time spent walking will eventually lead to a flurry of complaints and a
-1SM penalty for the chemist until the end of the chapter.
-) Char-isn't-ma: This character will automatically fail any and all speech checks.
(#) El Rey
Lv: 1 (0/100xp)
Strength: 6
Perception: 5
Endurance: 6
Charisma: 6
Intelligence: 5
Agility: 6
Luck: 6
Points: 0
Karma: +5
Equip:
-) Tag-Team Belt
WPN) This character gains +1SM when employing high-flying manoeuvres.
ARM) Lucky Talisman: This character gains +1 Luck for the purposes of Luck rolls.
ARM) Kevlar Vest: Stops small projectiles (3). AG -1.
Heavy Items
-) Tag-Team Belt [E]
-) Kevlar Vest [E]
-) 9mm Beretta
-) 9mm Beretta
-) 9mm Beretta
-) Kevlar Vest
Light Items
-) Lucky Talisman [E]
-) F-Aid Kit x1
Wrestler (Face): Showmen of the ring, these athletes are among the strongest and fastest in the world and are therefore perfectly suited to the rigours of adventuring and in a melee fight. The Wrestler is still developing their identity and craft at this early stage, but one day they aim to become Legends of the ring.
Job Aptitude: Athlete Superstar: Injury is part and parcel of the Wrestler’s world and a little experience in the ring has taught a special kind of toughness. This character reduces injury penalties by 1SM.
Job Sucktitude: Scripted Fighter: This guy just can’t leave his Kayfabian days behind him. When prompted, roll for a Kayfabe check. If failed, the character purposely makes a mistake and hands the advantage over to the opponent.
Special Ability 1: Wrestler Arts: Can only be activated once per chapter. When activated, the GM rolls a 20-sided dice. Depending on the outcome, a wrestling move with a specific effect will be inflicted on the targeted enemy. The moves are listed:
1) Hurricanrana: Instant Kill, regardless. El Rey gains a perk depending on the target.
2-5) The Money-Shot: An enemy is trapped under El Rey and the party gain 500g.
6-10) Cobra Clutch: An enemy is clinched. El Rey then has the option of recruiting the clinched enemy by passing a difficult Cobra Recruitment Check.
11-15) Stone-Cold Stunner: Need to talk to them afterward? The Stone-Cold Stunner will KO an enemy, but not kill him.
16-20) Suplex of Sanctimony: Powerful Suplex creates a tremor that knocks enemies and allies from their feet. Does not affect El Rey. The person used in the Suplex is KO’d.
Perks
-) High-Flyer: This character loves to jump off of things. When this character attempts an air-borne manoeuvre no injury will result, even if a Fail or Epic Fail is rolled.
-) Under Contract: This character will follow the party until dismissed, dead, or otherwise incapacitated. Loyalty and ethics are not an issue.
Unperks
-) Entrance Music: Whenever this character enters a building, he kind of has to announce it. Whenever this character enters a building, everyone inside instantly knows he is there.
(#)Mr. Mime
Lv: 1 (55/100xp)
Strength: 3
Perception: 6
Endurance: 3
Charisma: 8
Intelligence: 9
Agility: 9
Luck: 3
Points: 0
Karma: 0
Equip:
-) 9mm Beretta
ARM) Kevlar Vest: Stops small projectiles (3). AG -1.
Heavy Items
-) 9mm Beretta [E]
-) Kevlar Vest [E]
-)
Light Items
-) Make-up Kit
-) F-Aid Kit x1
Mime Artist: Well-hated or well loved depending on how one feels about the whole 'I'm pretending to be in a glass box' routine. Nimble and dexterous for the sake of their craft, they are the silent street performers who have hidden backgrounds and some unusual skills to show for it.
Job Aptitude: The Other Job: Due to the lack of lucrative income that a Mime Artist enjoys, this character has had to employ himself in a number of other roles to make ends meet. This character, at the beginning of each chapter, takes on the aptitude of another party member as determined by dice roll. The rank of this aptitude is determined by the Mime Artist's level, not the emulated character. Current Aptitude: [Roguish Adventuring Fellow].
Job Sucktitude: Speak No Evil: This character cannot speak. Nay, not even directly refer to something in order to show his colleagues that something dangerous this way comes. Not so useful when a cannonball/angry large beast is plummeting in at speed.
Special Ability 1: Copy-Cat: This character can, once per chapter, imitate the special move of an ally to the letter. They do not require the equipment, stats, or even situation to do this.
Perks
-) Split-Second Smarts: This character has reactions that would put a 24-hr Halo addict to shame. When the chips are down and its ‘Survival Time’, this character enjoys a +1SM boost.
-) Freelancer: A jack of all trades, this character has knack for all those odd jobs that cement over the cracks between the more major skills. Enjoys +1SM for general and improvised tasks.
-) Cannoneer: This character, when using cannons or similar weaponry, can roll twice. The better result is picked for the firing of the cannon. This applies to cannons, artillery, grenade launchers, etc.
Unperks
-) Sucky Sinuses: Bad sinuses means that this character will often experience migraines, preventing the use of Special Abilities.
( #) Jan
LV: 2 (0/200xp)
Strength: 10
Perception: 6
Endurance: 3
Charisma: 9
Intelligence: 5
Agility: 4
Luck: 4
Points: 0
Karma: +30
Equip
-) None
ACC) Lucky Earring: In Survival Time, SM is boosted by 1.
ACC) Bandanna: SM in fist-fights improves by 1.
Heavy Items
-)
-)
-)
-)
-)
-)
-)
-)
-)
-)
Light Items
-) Lucky Earring
-) Bandanna
Heavy Lancer: You've got some sorties and a few tanks under your belt, so on goes the heavier armour and a better lancezooka to make your job that much easier. Tougher than most people, the heavy lancer is better able to withstand explosions and has a slight edge in anti-tank combat over their unarmoured peers.
Job Aptitude: Blast-Proofed: This character enjoys a great defence against explosions and similar which manifests as a +2R bonus when rolling against injury or death by explosion.
Job Sucktitude: Glacial Gait: These guys are slow. Really, really slow. Any check requiring a little speed or some split-second diving out of the way will automatically fail.
Special Ability 1: Tank Rush: This ability can be used whenever an armoured vehicle or similar is in view. The Lancer can overcome their natural sluggishness temporarily (three rolls) and negate their Sucktitude. This can only be used per armoured vehicle (one is spotted, the ability can be used once. Two spotted, etc. Spotting the same vehicle doesn't work).
Special Ability 2: One For The Team: Due to their toughness, Heavy Lancers can, twice per chapter, take a hit for a teammate while suffering no damage to themselves.
Perks
-) Rimmer Formation: This character can, in a group of any size (though traditionally it will be him/herself and one other) take the front AND the back so that colleagues can be 'in the middle'. This means that any trouble will find this character first. This perk can be activated and deactivated at any time.
-) Confirmed Bachelor: This character has unique dialogue options when interacting with members of the same sex (automatic successes as opposed to speech checks). He also enjoys a +1SM bonus when attacking them.
-) Mother Hen: This character generates a feel-good atmosphere of safety among their peers who will enjoy a +1SM boost when in the presence of this 'Team Mom'.
-) Kevlar Back: This character can lift impossibly heavy objects.
Unperks
-) The Phone In My Head: A constant ringing in his damaged ears means that this character is now unable to detect threats as easily. In any roll or situation that demands a good sense of hearing, this character loses 2 Perception.
-) Pollen Allergy: This character suffers from a severe pollen allergy; whenever in fields or near flowers/pollen he will lose a point from Perception, Endurance, and Charisma. He will also sneeze profusely, making sneak checks impossible.
***
Party A
Party Leader: None
Party Funds: 116g
Party Location: Zurich
Vehicle: Missing In Action
Vehicle: None
Equip: N/A
Item
N/A
PC List
(II) Fire Bear
LV: 2 (117/200xp)
Strength: 4
Perception: 7
Endurance: 6
Charisma: 5
Intelligence: 7
Agility: 7
Luck: 5
Points: 0
Karma: -20
Equip:
-) Katana
-) Carbon Bow
WPN) A Sporting Chance: The Carbon Bow offers greater accuracy for hitting a still target. Gain +2R when shooting at a target that is not moving/a stationary object.
WPN) Bushido's Code: A character wielding this weapon with exactly 0 karma can roll three times when attacking with this weapon; they then select the best roll outcome.
ARM) Kevlar Vest: Blocks small projectiles (3). AG -1.
ARM) Braced: The Bracer prevents sprains from occurring, and boosts SM by 2 when jumping and landing from a high height.
Heavy Item
-) Carbon Bow [E]
-) Kevlar Vest [E]
-) 9mm Beretta
-) Katana [E]
Satchel
-)
-) Shortbow
Light Item
-) First-Aid Kit x2
-) Bracer [E]
-) Serum x1
-) Walkie Talkie
-) Klamath's Coat & Hat
Synthetic Biologist: You don't just know what makes things tick but how to make them tick as well! The Synthetic Biologist is able to produce small organisms using a Chemistry Set with beneficial or harmful effects depending on what's needed. Whip up some ligament-fixing critters for support or a nervous-system munching virus for your foes (or friends, in the case of practical jokes).
Job Aptitude: I Have A BOW Bestiary: This character can now identify the properties and weaknesses of BOWs in addition to flora & fauna and animals.
Job Sucktitude: Unpeople Person: Perhaps too much time has been spent studying animals and plants. Perhaps people don’t like being talked through the finer points of dissecting a living frog while it’s skin is flayed to a metal plate. Or perhaps the biologist simply doesn’t like people full-stop. Whatever the case, there’s a distinct inability to communicate; this character loses 1R whenever a speech/barter challenge is attempted.
Special Ability 1: Bio-Bomb: A poisonous gas-bomb with the power to put all enemies to sleep…or put all allies to sleep. When activated, the GM rolls a dice. If the result is Even, the effect is applied to the enemy. If it is Odd, it is applied to all allies instead. The Biologist cannot resist this effect (i.e. falls asleep instantly), but allies can (Bio-Bomb Check=Endurance).
Special Ability 2: My Friends Are Cellular: The Synthetic Biologist can, once per chapter, custom-build a fleet of airborne munchkins with a mix of one positive effect and one negative effect. They will have these properties for the rest of the chapter and can be used on friends, or on foes.
Positive Effect
-) Injury Reduction: All SM penalties caused by injuries are reduced by 1.
-) Steady: The afflicted become much steadier with their aim, granting +1SM when shooting.
-) Eureka!: The afflicted become much faster of thinking, raising Intelligence by 2 for the duration.
Negative Effect
-) Nerves Are Tasty: An attack on the central nervous system leaves the afflicted with less Strength and Endurance, inflicting a -1 penalty.
-) Groggy: The virus creates fatigue in the afflicted, dropping their Intelligence and Perception by 1.
-) Glass Cannon: The afflicted become much more susceptible to injury. A fail will result in an instant injury.
Perks
-) Dammit, Jim (1): Medical training allows this character to heal injuries and settle wounds with greater effectiveness (SM+1).
-) Paranoid: Better safe than sorry. Whenever a Player Character initiates a hostile action, this character enjoys an SM boost when avoiding it (SM+2).
-) Loner: Self-dependency breeds a special kind of toughness. This character gains a massive boost to SM in life-threatening situations when alone (SM+3).
-) Forest Friends (1): This character has an affinity with animals and knows how to handle them. An SM boost is granted when trying to calm/tame a hostile creature (SM+2).
-) Politician (1): A gift of the silver-tongue gives this character the edge in speech checks (SM +1).
(III) Pete Skulduggery
LV: 3 (26/300xp)
Strength: 5
Perception: 6
Endurance: 6
Charisma: 6
Intelligence: 6
Agility: 6
Luck: 7
Points: 0
Karma: -123
Equip
-) Steak Knife
-) 9mm Beretta
-) Hush Puppy
-) Rapier
WPN) Touché: The character will always enjoy first-strike advantage when attacking with this weapon at close-range and all dodging actions become counter-attack actions (if dodging action is to avoid an enemy attack). This weapon will shatter if struck with any considerable force.
WPN) Hushed: The Hush Puppy is a tranquilliser gun; anyone shot with this will be made drowsier before falling unconscious. Body shots req. two shots for KO and SM: 5, head shots req. one shot for KO and SM: 3.
ARM) Kevlar Vest: Stops small projectiles (3). AG -1.
Heavy Items
-) 9mm Beretta [E]
-) Kevlar [E]
-) Hush Puppy [E]
-) Steak Knife [E]
-) Rapier [E]
Light Items
-) Compass
-) Mirror-Stick
-) Walkie-Talkie
-) D.E.X Evidence
-) Mysterious Bottle
-) F-Aid Kit x1
Roguish Adventuring Ace: There's always someone better. Know the phrase? Well, good sir, in the case of the Roguish Adventuring Ace that someone better just so happens to be you. While the Maverick maps the temple, the Ace has the layout already memorised. The artefact is not pilfered by the Ace; it is given to him as a gift by the indigenous population he has befriended. And those fascists are now liberal-minded charity workers thanks to a well-worded argument by...the Roguish Adventuring Ace!
Job Aptitude: Survival THIS+: The character doesn’t just shrug off injuries like before; he’s fuelled by them. Whenever injured, this character gains a boost of +2 to Strength and Endurance.
Job Sucktitude: My Hat!: Your hat, while being a symbol of your prestigious pedigree of Awesome, is also your most tragic weakness as losing it will herald your complete loss of credibility as an Adventurer. When prompted, roll for a Hat Check. If this check is Failed then you’ve LOST YOUR HAT. Your job will switch to the Citizen Suck track until said hat is retrieved and replaced upon your head. All perks are carried over.
Special Ability 1: Just Shoot ‘Em: Can be activated only when equipped with a pistol. This ability can be activated once per chapter, and only against an opponent wielding a melee weapon/bare-handed fighter. The target is shot dead instantly. Bullet aims for the chest/torso/chunky bit connecting the limbs.
Special Ability 2: Throwing Your Weapon Always Works: It is indeed true. Activate only with a weapon equipped. The weapon is unequipped then thrown at an enemy. The effect depends on the weapon throw, so a sword will stick in someone without fail whereas a pistol being thrown will provide, at best, a second’s distraction.
Special Ability 3: Ace Play: For one roll, the Ace can activate this ability. Temporarily, one SPECIAL stat can be risen to 10 for the purposes of SM checks. This ability can be used once per chapter; after use, the character must make an injury check (SM: 0 + Endurance) to avoid taking an injury from pushing themselves too hard.
Perks
-) Freelancer: A jack of all trades, this character has knack for all those odd jobs that cement over the cracks between the more major skills. Enjoys +1SM for general and improvised tasks.
-) Politician (1): A gift of the silver-tongue gives this character the edge in speech checks (SM +1).
-) Dammit, Jim (1): When being all medical, you get a boost of 1SM.
-) Lucky Tattoo: Activate after a roll result. Another dice is rolled and, depending on the result, the appropriate effect is applied to the roll this ability was activated for: TESLA = +2R, Success = +1R, Meh = No Change, Fail = -1R, Epic Fail = Instant Epic Fail. This ability cannot be activated in response to itself.
-) Split-Second Smarts: This character has reactions that would put a 24-hr Halo addict to shame. When the chips are down and its ‘Survival Time’, this character enjoys a +1SM boost.
-) Guardian Angel: When staring death in the face, the player can roll a four-sided die; if it matches the GM’s roll on a 6-sided die then a miracle might happen…
-) Everyone’s Grudge (2): Whenever a colleague is killed, this character can execute a number of roll-based actions equal to the number of PC’s and travel-party NPC’s killed thus far. This can only be used for aggressive actions; not healing or resuscitating or running away, etc.
-) SIC Senses: While accompanied by the SIC, the character will be able to detect incoming threats that would otherwise be undetectable. Whenever a catastrophe is imminent, the GM will roll a four-sided die. If even, the SIC will warn the player. If odd, the SIC will not detect the threat.
-) If It Bleeds, It Can Talk: This perk activates before an Intimidate check is used. Roll a four-sided die. If the die matches the GM's roll on a four-sided die then the character ascertains the victim's weakpoint and can exploit it for an instant success. This perk has no cost and an Intimidate can be attempted afterwards. Using this perk successfully damages karma by 5.
(IV) Moemeister (AWOL)
Lv: 1 (10/100xp)
SPECIAL: Unknown
Karma: 0
Equip: Batting Gloves
Heavy Items
Light Items
-) Hair Gel
-) Hip Flask
-)
-)
-)
Monk: A fist-flailing, chakra-harnessing, habit-wearing BADASS.
Job Aptitude: Fists of Awesome: No-one’s beating this guy in a fist-fight. Hell, even bullets think twice before tangling with this guy’s knuckles. Gains a +3SM boost in unarmed combat.
Job Sucktitude: Holy Dogma: This character cannot use, or be the recipient of, any First-Aid Kits, Serums, Resus-Kits, etc. Something about subverting the will of God or whatever.
Special Ability: Foot of Justice: This can only be used once per chapter, and the target has to be lacking in Justice. Upon activation, roll a die. The result determines the effect: TESLA = All enemies in the area vaporised, Success = Target destroyed,
Meh = Target injured but not killed, Fail = Nothing Happens, Epic Fail = Justice Implosion.
Perks
-) Jackie-Chan Skeleton (1): As if made of rubber, this character can perform extreme feats of acrobatical skill (+1SM).
-) Freelancer: A jack of all trades, this character has knack for all those odd jobs that cement over the cracks between the more major skills. Enjoys +1SM for general and improvised tasks.
-) I Must Dance: This character cannot sneak. It is beyond him. Everything from the hair on his head to the spontaneous outbreaks of dance and the sudden roaring of the word ‘JUSTICE!’ does not lend to his general sneaky-about-ness. This character cannot undertake stealth actions. This character must also pass a Dance Check when prompted which, if failed, results in uncontrollable dancing which lasts until a Dance Check is successfully passed.
-) Doesn’t Play Well With Others: This character, when engaged in an involuntary action that threatens team-mates, loses 1SM when attempting to cease that action. Conversely, all team-mates, used to the madness, now gain 1SM when trying to stop that action.
(V) Vinny
LV: 2 (53/200xp)
Strength: 4
Perception: 7
Endurance: 4
Charisma: 6
Intelligence: 8
Agility: 5
Luck: 6
Points: 1
Karma: -10
Equip:
-) Sawn-Off
-) N-10
WPN) Buckshot Sandwich: This weapon kills unarmoured targets instantly at melee range.
WPN) N-10: Better accuracy (+1SM when firing the N-10).
Heavy Items
-) N-10 [E]
-) Sawn-Off Shotgun [E]
Light Items
-) Bottle of Whisky
-) Blue-Wine
-) Walkie-Talkie
-) F-Aid Kit x1
-)
Underhanded Bastard: He’s going up in the world, is our Sneaky Bastard.
Job Aptitude: Blend In Bastard: This character is able to blend into his surroundings, avoiding a potential angry mob or accusatory finger. This character can now blend in while moving and also shift blame from himself to another person, though this will only work if the enemy has been unable to identify him prior.
Job Sucktitude: You Trust Me, Right?: There’s a distinct lack of trust for this character. He will lose 1R from any and all speech challenges and barter challenges.
Special Ability 1: Play Dead: Losing a fight? No reason to lose your life too, right? Activate this to Play Dead. All hostiles will leave you alone and target allies instead (but if your allies survive the fight, then you may have some explaining to do :/ )
Special Ability 2: Decoy: This character can, if a Success is rolled, use an ally as a decoy to save his own hide or as a distraction against danger. This move can be used without the decoy’s permission.
Perks
-) Fists of Dan McGraw (1): +1SM in fistfights.
-) That One Was A Practise: This character can eliminate Survival Time status for himself…at the cost of 5SM OR negate the outcome of any bad roll at the cost of reducing all other players SM by 1 for the rest of the chapter. This ability can only be used once per chapter; only one effect in this ability can be used.
-) I Am Atheist: By pure stint of disbelief, this character is immune to anything remotely supernatural or Act of God-ish. Conversely, this means he will not receive the benefits of any mystics or miracles that happen to come his way.
-) Greyfinger (1): This character has a gift for the mechanical and can pick locks or fix up complex machinery and fashion tools from any old piece of scrap or junk. Grants an SM boost of 1 when dealing with machines and opens up unique options as well as the ability to identify the function of various machines, except computers.
-) Saboteur: This character is great at sabotage and espionage. Any action that involves disabling or hindering opponents through mechanical trickery is granted an SM bonus of 3.
-) Silver Tongue: When this character intends to deceive or mislead during a speech challenge, he’ll gain a +2R bonus. Pep talks do not count. Convincing someone to make a suicidal charge for the enemy while you slip away, however, do.
-) Foxgloves: This character can handle poisons correctly and can identify most noxious substances on sight. When applying poison in front of team-mates, there is a bonus of 2SM. When applying poison secretly, this bonus is 1SM.
-) Who Dares, Lives: This character can now, for ANY roll, gain a +3SM bonus in return for being put into instant Survival Time. It’s risky, it’s dangerous, but it will get shit done…unless you roll a Fail, that is.
-) Cinders Are Fireproof: This character has been burned up enough to laugh fire in the face and use it as a foot-rest to keep his feet nice and toasty. Whenever an injury is inflicted by fire, the character reduces the SM penalty by 1.
-) The Phone In My Head: A constant ringing in his damaged ears means that this character is now unable to detect threats as easily. In any roll or situation that demands a good sense of hearing, this character loses 2 Perception.
-) Backed-Up: A permanent back injury prevents this character from moving overly heavy objects, reducing Strength by 2. It also inflicts an SM penalty of 1 whenever sneaking/moving while crouched low (going cover-to-cover behind a set of vehicles, for example).
(VI) Tsunami
Lv: 2 (110/200)
Strength: 8
Perception: 3
Endurance: 8
Charisma: 7
Intelligence: 4
Agility: 7
Luck: 3
Point: 1
Karma: +10
Equip:
-) Tag-Team Champion Belt
-) Baton
WPN) +2SM when employing high-flying manoeuvres.
WPN) The Baton triggers the hardcore specialist perk.
Heavy Items
-) Tag-Team Champion Belt [E]
-) Beer Cooler (3 beers remaining)
-) Kevlar Vest [E]
-) Baton [E]
Light Items
-) Goggles
-) Walkie Talkie
-) F-Aid Kit x1
Pro-Wrestler (Face): You better believe that the Pro-Wrestler gonna come down on your candy-ass like a tonne of rectangular building things! He’ll give you a melee/grappling experience you ain’t NEVER gonna forget! His signature taunt, special move, and Intimidating Presence will rock you, brother! Woo!
Job Aptitude: Athlete Superstar: Injury is part and parcel of the Pro-Wrestler’s world and a little experience in the ring has taught a special kind of toughness. This character reduces injury penalties by 1SM.
Job Sucktitude: Scripted Fighter: This guy just can’t leave his Kayfabian days behind him. When prompted, roll for a Kayfabe check. If failed, the character purposely makes a mistake and hands the advantage over to the opponent.
Special Ability 1: Wrestler Arts: Can only be activated once per chapter. When activated, the GM rolls a 20-sided dice. Depending on the outcome, a wrestling move with a specific effect will be inflicted on the targeted enemy. The moves are listed:
1) Tombstone Piledriver: Instant Kill, regardless. Tsunami gains a perk depending on the target.
2-5) The Money-Shot: An enemy is trapped under Tsunami and the party gain 500g.
6-10) Cobra Clutch: An enemy is clinched. Tsunami then has the option of recruiting the clinched enemy by passing a difficult Cobra Recruitment Check.
11-15) Stone-Cold Stunner: Need to talk to them afterward? The Stone-Cold Stunner will KO an enemy, but not kill him.
16-20) Suplex of Sanctimony: Powerful Suplex creates a tremor that knocks enemies and allies from their feet. Does not affect Tsunami. The person used in the Suplex is KO’d.
Special Ability 2: Tag-Team: This character can ‘tag’ with an ally to swap places with them. This move can be used to swap a heavily injured character with a healthier one, thus creating a better SM chance or better options. The tag must be within physical reason to work (requires hand touch) and needs the consent of both players before it can be made. Only works if this character is one of the taggers.
Tag Ability: Starshot: Thanks to Tsunami’s brute strength and Starlong’s flak-studded hat & naturally aerodynamic shape, the pro-wrestler can fling him like a bullet at any target, with devastating results. This ability can only be activated once per chapter. This ability can be activated only when Starlong and Tsunami are close together. This ability can only be activated either by the consent of both players, or by Tsunami forcing Starlong into a roll check (if Failed, the ability will be activated).
Perks
-) Intimidating Presence: Maybe it’s the height, the muscles, and the general look of insane violence but whenever this character is present at a speech check, it grants +1SM bonus for the person undertaking the challenge. Applies for Tsunami’s speech checks as well.
-) Fists of Dan McGraw (1): Knuckles hardened in whisky-soaked blood in bar brawls innumerable have afforded the character a higher class of punch (+1SM).
-) Kevlar Back: This character can lift impossibly heavy objects.
-) Team Player: Being part of a tag-team back in the day has made this character a team player. He gains +1SM whenever with a teammate but suffers a penalty of 1 to SM whenever alone.
-) Hardcore Extremist: This character gains an SM boost when employing the use of items commonly associated with the ring, such as ladders, chairs, microphones, etc (+2SM).
-) Flash Flood: Having been taught the intricacies and psychology of hand-to-hand combat, this character can now make two rolls at the start of any hostile encounter.
Unperks
-) Entrance Music: Whenever this character enters a building, he kind of has to announce it. Whenever this character enters a building, everyone inside instantly knows he is there.
(VII) Shovelling Stevens
Lv3 (219/300xp)
Strength: 10
Perception: 4
Endurance: 8
Charisma: 1
Intelligence: 4
Agility: 8
Luck: 5
Karma: +15
Equip:
-) Tag-Team Champion Belt
-) Baton
WPN) Shovelling: This weapon can be used for shovelling. +10 to SM when shovelling something.
ITM) The Tool Bag grants a boost of +1SM when Repair and similar jobs are being performed.
Heavy Items
-) Coal Shovel [E]
-) Tool Bag (5 Uses)
-)
-)
-)
-)
-)
-)
-)
-)
Light Items
-) F-Aid Kit x1
Job: Working Class Hero: Our Working Class Man has come a long way, and is now recognised as a true symbol of the working classes' dormant courage and strength that rises up in times of strife. When the shit needs shovelled, the Man is ready. But when the fighting comes and the people need a Hero then expect this stoic man of the people to not be found wanting; he is ready to lead them...and he's taking his shovel with him.
Job Aptitude: The Common Touch (3): This character enjoys a boost of +3SM whenever operating machinery, weapons, or talking to things/folks of a decidedly working class nature. Boilers, pitchforks, your run-of-the-mill labourer; all are within the Working Class Man's scope.
Job Sucktitude: The Refiner Things in Life: This character, conversely, has little truck with anything that isn't down to earth or even the least bit delicate. As a result, this character suffers a penalty of -2R when operating machinery, weapons, or talking to things/folk of a decidedly more delicate or refined nature. Computers, rapiers, and your average accountant are all part of a mysterious and unknown world that the Working Class Man neither knows about, or cares to know about.
Special Ability 1: Hard Living: A tough life has given the character a very hardy constitution and the will to sometimes press on. Whenever injured, make a Hard Living check (SM:0 + END). If passed, the injury is negated. Can only be used in response to one injury per chapter.
Special Ability 2: Hammerblow: Roll a Hammerblow Check (SM: 3). With an almighty swing of a melee weapon that the character has an affinity for via their Aptitude, the character can remove one enemy from area, home-running them into outer orbit. Cannot be used on a Boss character.
Special Ability 3: Power of Labour: When equipped with a weapon that the character has an affinity with via their Aptitude, this ability can be used. Once per chapter, the character can smash the ground with a colossal blow that shakes the very earth, destabilising all opponents in range and making them miss their turn/negating their attacks (can be used as a counter).
Perks
-) Toughness: Once per chapter, this character can survive a lethal outcome.
-) Fists of Dan McGraw (2): +2SM in fist-fights.
-) Intimidating Presence: Maybe it’s the height, the muscles, and the general look of insane violence but whenever this character is present at a speech check, it grants +1SM bonus for the person undertaking the challenge. Works for the character's speech checks as well.
-) Greyfinger (1): This character has a gift for the mechanical and can pick locks or fix up complex machinery and fashion tools from any old piece of scrap or junk. Grants an SM boost of 1 when dealing with machines and opens up unique options as well as the ability to identify the function of various machines, except computers.
Unperks
-) Of Few Words: The finer arts of lying and persuasion are not with this character. Any speech check taken will be hit by a -3R penalty.
-) Coal Lungs: Years spent working with noxious chemicals and substances has left the character with some health problems. After running or three rolls of uninterrupted action (attacking, dodging, etc.), this character will suffer a -1SM penalty. After five rolls of uninterrupted action, the penalty will be -3SM.
-) Man of Honour: This character has iron principles that he must adhere to at all times; having negative karma will inflict a
-2R penalty to all rolls.
(#) Blanka
Lv: 2 (182/200)
Strength: 7
Perception: 9
Endurance: 4
Charisma: 7
Intelligence: 3
Agility: 6
Luck: 5
Points: 0
Karma: 0
Equip:
-) Whet Stone
WPN) Whet the Appetite: A good whet stone or similar sharpening object can do wonders for a dog's teeth and claws.
Heavy Items
-) Whet Stone [E]
Assault Dog: When Attack Dogs fail, it’s Assault Dog time. This dog is a one-canine siege weapon and is able to engage multiple foes at once or punch through enemy lines on command.
Job Aptitude: Warhound: This dog doesn’t just have the training, it has the experience. The Assault Dog enjoys a boost to SM when engaging a hostile target (+2SM) but can also assist in the endeavours of its owners. When fighting with Blanka at their side, a character enjoys a +1SM boost.
Job Sucktitude: Lost in Translation: Dogs are dogs. That means they don’t always understand what it is you want them to do. Whenever instructions are given to the Assault Dog, a roll challenge has to be passed. If it is failed, the dog will not carry out the instruction.
Special Ability 1: Intimidate: Need someone intimidated? Nothing does the job better than a growling set of fanged jaws! A character gains +2R to an aggressive speech challenge when employing the use of this ability.
Special Ability 2: Item Search: Your canine friend used to belong to a scavenger, and so has been trained to find items of practical and financial worth. On command, you can send the dog away to go on an item hunt, the results of which are determined later. The appropriate effect is applied through an Item Search Check: TESLA = Great/Unique Item, Success = Useful Item, Meh = Generic Item, Fail = No Item, Epic Fail = Dog Does Not Return.
Perks
-) Follow My Nose: The dog has a remarkable sense of smell. Living enemies can be identified long before appearing and the dog also has the ability to track people down, if a scent can be found.
-) Man’s Best Friend?: The dog is very loyal to its owners and will automatically act to defend these characters from harm, if no other command is given. This can be a double-edged sword if the dog misidentifies a threat, or dashes headlong into danger.
-) Nasal Radar: The dog can now detect where anyone is provided there is a trail and a scent sample to follow. Any SM checks that would have been rolled for this are now not needed.
#) El Cid
Lv: 3 (9/300)
Strength: 6
Perception: 4
Endurance: 4
Charisma: 8
Intelligence: 6
Agility: 4
Luck: 10
Points: 0
Karma: -10
Equip: Red9 (Chinese Pistol) & Iron Spear
ARM) Kevlar Vest: Stops small projectiles (3). AG -1.
Heavy Items
-) Red9 [E]
-) Iron Spear [E]
-) 9mm Beretta
-) 9mm Beretta
-) Kevlar Vest [E]
Light Items
-) Pack of Cigarettes
-) Pack of Cigarettes
-) Pack of Cigarettes
-) Pack of Cigarettes
-) Lighter
-) F-Aid Kit x1
Job
Smuggler Maestro: With great experience of covertness and underhandedness, the Smuggler Maestro has joined the ranks of well-known names in the world of barter and general logistical sneakery. He's definitely the go-to guy whenever you need something, legal or otherwise.
Job Aptitude: Barter Baron III: This character is a great negotiator, having to deal with some pretty shady characters in his time. Enjoys a +3SM bonus in barter checks.
Job Sucktitude: The Law'll Get Me: Being a famous smuggler, this character is a wanted man. Any encounter with law enforcement will result in their attempt to arrest him and, if a speech persuasion check isn't passed, to arrest anyone who happens to be with him as well.
Special Ability 1: Dragoon Jump: Can be used only with a spear or equivalent equipped. The character makes a great leap which removes him from danger for a hostile roll THEN delivers a killing blow to an opponent. Can be triggered once per turn.
Special Ability 2: Emergency Stash: This character can, once per chapter, break out the emergency 'rainy day' supplies. Name a known item, and the smuggler will be able to produce it. This does not apply to key items or 'unique' items.
Special Ability 3: Remember That Time I Did That Thing?: This can be used once per chapter. In a barter or speech check, the character can automatically guarantee a success using this ability by calling in an old favour with the target in question.
Perks
-) Barter Boss (2): This character enjoys +2SM when bartering for goods or discounts.
-) Pilot Wings: This character is capable of flying aircraft and enjoys +2SM when making manoeuvres.
-) Toughness: This character can survive one lethal outcome per chapter.
-) Restroom Rambo: Whenever this character finds him or herself holed up in a bathroom or similar, they gain a boost of +2R to all checks. They are also capable of turning said bathroom into a small fort for a Luck SM check of 5 (for required materials) which extends the bonus to all party members inside the bathroom fort
Unperks
-) Smoker's Bane: This character is a heavy smoker. If cigarettes aren't available, he'll suffer a -2SM penalty and be unable to activate abilities or enjoy the benefits of perks.
(#) Willy
Lv: 3 (167/300xp)
Strength: 4
Perception: 7
Endurance: 4
Charisma: 4
Intelligence: 10
Agility: 4
Luck: 9
Points: 0
Karma: 0
Equip:
-) 9mm Beretta
Heavy Items
-) Chemistry Set
-)
-) 9mm Beretta [E]
Light Items
-) F-Aid Kit x3
-) Turbo x1
Chemist: Practitioners of all things both noxious and explosive, the Chemist acts as an impromptu and unorthodox medic for any band of ne'er-do-wells, with the knowledge to provide poisons, medicines, and anything else that comes to mind. Just don't expect them to fight very well; all that dabbling in thick fumes have left them somewhat sickly in constitution.
Job Aptitude: Captain Chemicals: This character can immediately identify the properties of any unknown chemical, without that inconveniently fatal trial and error nonsense. Also, the effect of all chemicals used is boosted if the Chemist administers them.
Job Sucktitude: Lead Lungs: This character is incredibly non-athletic. Any situation requiring just a hint of athleticism or aerodynamics is going to end in tears. Or long streaks of blood covering the place, depends what your running away from.
Special Ability 1: Brewer's Bonus: Once per chapter, one of the following three items can be brewed by the Chemist at the party's behest. i) Turbo, ii) Hydra, or iii) Serum.
Special Ability 2: Vial Toss: This character can throw a chemical at a party member and deliver the effects of it without having to be physically close to them.
Special Ability 3: F-Aid Blast: This character can, once per chapter, produce and administer an immediate F-Aid kit to another character without needing one in the inventory.
Unperks
-) Backed Up: This character, because of a bad back, cannot lift heavy objects.
-) Sucky Sinuses: Bad sinuses means that this character will often experience migraines, preventing the use of Special Abilities.
-) Radioactive Apathy: This character's apathy toward life is infectious! All characters in the immediate proximity will suffer a
-1SM penalty when undertaking any action.
-) Bad Feet: This character has bad feet, meaning that any time spent walking will eventually lead to a flurry of complaints and a
-1SM penalty for the chemist until the end of the chapter.
-) Char-isn't-ma: This character will automatically fail any and all speech checks.
(#) El Rey
Lv: 1 (0/100xp)
Strength: 6
Perception: 5
Endurance: 6
Charisma: 6
Intelligence: 5
Agility: 6
Luck: 6
Points: 0
Karma: +5
Equip:
-) Tag-Team Belt
WPN) This character gains +1SM when employing high-flying manoeuvres.
ARM) Lucky Talisman: This character gains +1 Luck for the purposes of Luck rolls.
ARM) Kevlar Vest: Stops small projectiles (3). AG -1.
Heavy Items
-) Tag-Team Belt [E]
-) Kevlar Vest [E]
-) 9mm Beretta
-) 9mm Beretta
-) 9mm Beretta
-) Kevlar Vest
Light Items
-) Lucky Talisman [E]
-) F-Aid Kit x1
Wrestler (Face): Showmen of the ring, these athletes are among the strongest and fastest in the world and are therefore perfectly suited to the rigours of adventuring and in a melee fight. The Wrestler is still developing their identity and craft at this early stage, but one day they aim to become Legends of the ring.
Job Aptitude: Athlete Superstar: Injury is part and parcel of the Wrestler’s world and a little experience in the ring has taught a special kind of toughness. This character reduces injury penalties by 1SM.
Job Sucktitude: Scripted Fighter: This guy just can’t leave his Kayfabian days behind him. When prompted, roll for a Kayfabe check. If failed, the character purposely makes a mistake and hands the advantage over to the opponent.
Special Ability 1: Wrestler Arts: Can only be activated once per chapter. When activated, the GM rolls a 20-sided dice. Depending on the outcome, a wrestling move with a specific effect will be inflicted on the targeted enemy. The moves are listed:
1) Hurricanrana: Instant Kill, regardless. El Rey gains a perk depending on the target.
2-5) The Money-Shot: An enemy is trapped under El Rey and the party gain 500g.
6-10) Cobra Clutch: An enemy is clinched. El Rey then has the option of recruiting the clinched enemy by passing a difficult Cobra Recruitment Check.
11-15) Stone-Cold Stunner: Need to talk to them afterward? The Stone-Cold Stunner will KO an enemy, but not kill him.
16-20) Suplex of Sanctimony: Powerful Suplex creates a tremor that knocks enemies and allies from their feet. Does not affect El Rey. The person used in the Suplex is KO’d.
Perks
-) High-Flyer: This character loves to jump off of things. When this character attempts an air-borne manoeuvre no injury will result, even if a Fail or Epic Fail is rolled.
-) Under Contract: This character will follow the party until dismissed, dead, or otherwise incapacitated. Loyalty and ethics are not an issue.
Unperks
-) Entrance Music: Whenever this character enters a building, he kind of has to announce it. Whenever this character enters a building, everyone inside instantly knows he is there.
(#)Mr. Mime
Lv: 1 (55/100xp)
Strength: 3
Perception: 6
Endurance: 3
Charisma: 8
Intelligence: 9
Agility: 9
Luck: 3
Points: 0
Karma: 0
Equip:
-) 9mm Beretta
ARM) Kevlar Vest: Stops small projectiles (3). AG -1.
Heavy Items
-) 9mm Beretta [E]
-) Kevlar Vest [E]
-)
Light Items
-) Make-up Kit
-) F-Aid Kit x1
Mime Artist: Well-hated or well loved depending on how one feels about the whole 'I'm pretending to be in a glass box' routine. Nimble and dexterous for the sake of their craft, they are the silent street performers who have hidden backgrounds and some unusual skills to show for it.
Job Aptitude: The Other Job: Due to the lack of lucrative income that a Mime Artist enjoys, this character has had to employ himself in a number of other roles to make ends meet. This character, at the beginning of each chapter, takes on the aptitude of another party member as determined by dice roll. The rank of this aptitude is determined by the Mime Artist's level, not the emulated character. Current Aptitude: [Roguish Adventuring Fellow].
Job Sucktitude: Speak No Evil: This character cannot speak. Nay, not even directly refer to something in order to show his colleagues that something dangerous this way comes. Not so useful when a cannonball/angry large beast is plummeting in at speed.
Special Ability 1: Copy-Cat: This character can, once per chapter, imitate the special move of an ally to the letter. They do not require the equipment, stats, or even situation to do this.
Perks
-) Split-Second Smarts: This character has reactions that would put a 24-hr Halo addict to shame. When the chips are down and its ‘Survival Time’, this character enjoys a +1SM boost.
-) Freelancer: A jack of all trades, this character has knack for all those odd jobs that cement over the cracks between the more major skills. Enjoys +1SM for general and improvised tasks.
-) Cannoneer: This character, when using cannons or similar weaponry, can roll twice. The better result is picked for the firing of the cannon. This applies to cannons, artillery, grenade launchers, etc.
Unperks
-) Sucky Sinuses: Bad sinuses means that this character will often experience migraines, preventing the use of Special Abilities.
( #) Jan
LV: 2 (0/200xp)
Strength: 10
Perception: 6
Endurance: 3
Charisma: 9
Intelligence: 5
Agility: 4
Luck: 4
Points: 0
Karma: +30
Equip
-) None
ACC) Lucky Earring: In Survival Time, SM is boosted by 1.
ACC) Bandanna: SM in fist-fights improves by 1.
Heavy Items
-)
-)
-)
-)
-)
-)
-)
-)
-)
-)
Light Items
-) Lucky Earring
-) Bandanna
Heavy Lancer: You've got some sorties and a few tanks under your belt, so on goes the heavier armour and a better lancezooka to make your job that much easier. Tougher than most people, the heavy lancer is better able to withstand explosions and has a slight edge in anti-tank combat over their unarmoured peers.
Job Aptitude: Blast-Proofed: This character enjoys a great defence against explosions and similar which manifests as a +2R bonus when rolling against injury or death by explosion.
Job Sucktitude: Glacial Gait: These guys are slow. Really, really slow. Any check requiring a little speed or some split-second diving out of the way will automatically fail.
Special Ability 1: Tank Rush: This ability can be used whenever an armoured vehicle or similar is in view. The Lancer can overcome their natural sluggishness temporarily (three rolls) and negate their Sucktitude. This can only be used per armoured vehicle (one is spotted, the ability can be used once. Two spotted, etc. Spotting the same vehicle doesn't work).
Special Ability 2: One For The Team: Due to their toughness, Heavy Lancers can, twice per chapter, take a hit for a teammate while suffering no damage to themselves.
Perks
-) Rimmer Formation: This character can, in a group of any size (though traditionally it will be him/herself and one other) take the front AND the back so that colleagues can be 'in the middle'. This means that any trouble will find this character first. This perk can be activated and deactivated at any time.
-) Confirmed Bachelor: This character has unique dialogue options when interacting with members of the same sex (automatic successes as opposed to speech checks). He also enjoys a +1SM bonus when attacking them.
-) Mother Hen: This character generates a feel-good atmosphere of safety among their peers who will enjoy a +1SM boost when in the presence of this 'Team Mom'.
-) Kevlar Back: This character can lift impossibly heavy objects.
Unperks
-) The Phone In My Head: A constant ringing in his damaged ears means that this character is now unable to detect threats as easily. In any roll or situation that demands a good sense of hearing, this character loses 2 Perception.
-) Pollen Allergy: This character suffers from a severe pollen allergy; whenever in fields or near flowers/pollen he will lose a point from Perception, Endurance, and Charisma. He will also sneeze profusely, making sneak checks impossible.