Name: Michelle Rogers
Strength: 18 (+4)
Dexterity: 17 (+3)
Constitution: 18 (+4)
Intelligence: 18 (+4)
Wisdom 17 (+3)
Charisma: 18 (+4)
Size: Medium
Height: 5' 8"
Weight: 130lb
Eyes: Green
Hair: Black
Skin: Light
Talents:
Craft Structural +2
Disable Device +2
Repair +2
Stamina recover 2 HP per level half time to wake after knockout.
Evasion if successful reflex roll any half damage is negated.
Total Hit Points: 46
Speed: 30 feet
Armor Class: 16 = 10 +4 [dexterity] + 2 [class]
Touch AC: 16
Flat-footed: 15
Initiative modifier:+8 = +4 [dexterity] +4 [improved initiative]
Fortitude save: +6 = 2 [base] +4 [constitution]
Reflex save: +8 = 2 [base] +4 [dexterity] +2 [lightning reflexes]
Will save: +5 = 2 [base] +3 [Wisdom]
Attack (handheld): +6 = 2 [base] +4 [strength]
Attack (missile): +5 = 2 [base] +3 [dexterity]
Grapple check: +6 = 2 [base] +4 [strength]
Reputation: +1 = 1 [base]
Action points: 17 (lifetime)
Light load: 100 lb
Medium load: 200 lb
Heavy load: 300 lb
Lift over head: 300 lb
Lift off ground: 600 lb
Push or drag: 1500 lb
WEAPONS>
Desert Eagle autoloader [2d8, crit 20, range incr 40 ft., 4 lb, ballistic, semi-automatic] plus one loaded clip
ARMOUR>
(starting occupation)
Mechanic [Blue Collar]
FEATS>
Archaic Weapons Proficiency
Athletic
Combat Expertise
Improved Disarm
Combat Reflexes
Dodge
Endurance
Exotic Melee Weapon Proficiency Weapon:
Improved Initiative
Brawl
Improved Brawl
Run
Stealthy
Personal Firearms Proficiency
Armor Proficiency (light)
Armor Proficiency (medium)
Armor Proficiency (heavy)
Lightning Reflexes
Simple Weapon Proficiency [free]
MUTATIONS> None
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier
Balance Dex* 6 = +3 +3
Bluff Cha 8= +4 +4
Climb Str 8 = +2 +4 +2 [athletic]
Concentration Con 5= +1 +4
Craft (Electronic) Int 8 = +3 +4 +1 [Blue Collar]
Craft (Mechanical) Int 8 = +3 +4 +1 [Blue Collar]
Craft (Structural) Int 10 = +3 +4 +1 [Blue Collar] +2 Talents
Diplomacy Cha 6 = +2 +4
Disable Device Int = +2 +4 +2 Talents
Escape Artist Dex 5= +2 +3
Gamble Wis 7= +3 +4
Gather Information Cha 5= +1 +4
Hide Dex 6= +1 +3 +2 [stealthy]
Intimidate Cha 6= +1 +4 +1 competence bonus
Knowledge (tactics) Int 8= +3 +4 +1 [Military]
Knowledge (technology) Int 7= +3 +4
Listen Wis 5 = +2 +3
Move Silently Dex 8= +3 +3 +2 [stealthy]
Read/Write Language
Repair Int 11 = +4 +4 +1 competence bonus +2 Talents
Search Int 7= +3 =4
Sense Motive Wis 4= +1 +3
Spot Wis 4= +1 +3
Survival Wis 6 = +3 +3
Swim Str 9 = +3 +4 +2 [athletic]
Human
Class HP rolled
Level 1: 8
Level 2: 7
Level 3: 7
Level 4: 8 (+1 Main stats let me know which)
Equipment:
Derringer pistol [2d6, crit 20, range incr 10 ft., 1 lb, ballistic, single-shot] one shot loaded.
Desert Eagle autoloader [2d8, crit 20, range incr 40 ft., 4 lb, ballistic, semi-automatic] plus one loaded clip
Cattle prod
full set of clothes
1 bottle of water) empty
bottle of knock out drops
compressed dressing
Languages: French, English
Allegiance( ):
More about this character:
Michelle:
favourite colour: Blue
Something comforting: Fur.
GM notes:
+10 points skills.plus bonus.
Memory's
you remember handing out extra ammo in a fire fight with a unknown enemy. sage was there and some others but your not sure.
the badge was issued you by sage when you both stopped over at someone house. a fun little item for a game.
you remember going head to head with dean in trying to out do each other at getting the job done and you enjoy the friendly competition and get on really well as a team you commanding officers aloow you to be free as long as the job is done. (Jessica and sage)
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Guest Message by DevFuse
16 replies to this topic
#16
Posted 21 January 2009 - 01:50 PM
#17
Posted 08 June 2009 - 01:23 PM
Name:Michelle Rogers = mechanic
secondary: = Radio
Name: Michelle Rogers
Strength: 18 (+4)
Dexterity: 17 (+3)
Constitution: 18 (+4)
Intelligence: 18 (+4)
Wisdom 17 (+3)
Charisma: 18 (+4)
Size: Medium
Height: 5' 8"
Weight: 130lb
Eyes: Green
Hair: Black
Skin: Light
Talents:
Craft Structural +2
Disable Device +2
Repair +2
Stamina recover 2 HP per level half time to wake after knockout.
Evasion if successful reflex roll any half damage is negated.
Total Hit Points: 42
Speed: 30 feet
Armor Class: 19 = 10 +3 [dexterity] + 2 [class] +[4 AC]
Touch AC: 16
Flat-footed: 12
Initiative modifier:+8 = +4 [dexterity] +4 [improved initiative]
Fortitude save: +6 = 2 [base] +4 [constitution]
Reflex save: +8 = 2 [base] +4 [dexterity] +2 [lightning reflexes]
Will save: +5 = 2 [base] +3 [Wisdom]
Attack (handheld): +6 = 2 [base] +4 [strength]
Attack (missile): +5 = 2 [base] +3 [dexterity]
Grapple check: +6 = 2 [base] +4 [strength]
Reputation: +1 = 1 [base]
Action points: 17 (lifetime)
Light load: 100 lb
Medium load: 200 lb
Heavy load: 300 lb
Lift over head: 300 lb
Lift off ground: 600 lb
Push or drag: 1500 lb
WEAPONS>
Desert Eagle autoloader [2d8, crit 20, range incr 40 ft., 4 lb, ballistic, semi-automatic] + 2 clips
AKM/AK-47 assault rifle [2d8, crit 20, range incr 70 ft., 10 lb, ballistic, semi-automatic/automatic] +2 clips
Uzi submachine gun [2d6, crit 20, range incr 40 ft., 8 lb, ballistic, semi-automatic/automatic] +2 clips
Uzi submachine gun [2d6, crit 20, range incr 40 ft., 8 lb, ballistic, semi-automatic/automatic] +2 clips
Fragmentation grenade [4d6, crit --, burst radius 20 ft., range incr 10 ft., 1 lb, slashing]
Fragmentation grenade [4d6, crit --, burst radius 20 ft., range incr 10 ft., 1 lb, slashing]
Fragmentation grenade [4d6, crit --, burst radius 20 ft., range incr 10 ft., 1 lb, slashing]
Fragmentation grenade [4d6, crit --, burst radius 20 ft., range incr 10 ft., 1 lb, slashing]
Thermite grenade [6d6, crit --, burst radius 5 ft., range incr 10 ft., 2 lb, fire]
Taser [1d4 special, crit --, range incr 5 ft., 3 lb, electricity]
Knife [1d4, crit 19-20, range inc 10 ft., 1 lb, one-handed, piercing]
ARMOUR>
Concealable Vest [medium; +4 AC; max dex +4; 4 lb.]
(starting occupation)
Mechanic [Blue Collar]
FEATS>
Advanced Firearms Proficiency
Archaic Weapons Proficiency
Athletic
Combat Expertise
Improved Disarm
Combat Reflexes
Dodge
Endurance
Exotic Melee Weapon Proficiency Weapon:
Improved Initiative
Brawl
Improved Brawl
Run
Stealthy
Personal Firearms Proficiency
Armor Proficiency (light)
Armor Proficiency (medium)
Armor Proficiency (heavy)
Lightning Reflexes
Simple Weapon Proficiency [free]
MUTATIONS>
PHEROMONE REPULSION [DRAWBACK]
You release pheromones that other creatures find repulsive.
Drawbacks: You take a –4 penalty on all Diplomacy and Handle Animal checks made against creatures within 30 feet of you.
NEUTRAD DEPENDENCY [DRAWBACK]
You rely on a medical compound called neutrad to survive.
Drawback: If you go 24 hours without taking a dose of neutrad you must make a successful Fortitude save (DC 15) or take 1 point of Strength damage and 1 point of Constitution damage. Taking a dose of neutrad cures the ability damage caused by neutrad deprivation in 1d6 rounds. Ability damage caused by neutrad deprivation cannot be restored through natural healing.
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier
Autohypnosis Wis 4 = +1 +3
Balance Dex* 6 = +3 +3
Bluff Cha 8= +4 +4
Climb Str 8 = +2 +4 +2 [athletic]
Computer Use Int 5 = +1 +4
Concentration Con 5= +1 +4
Craft (Chemical) Int 5 = +1 +4
Craft (Pharmaceutical) Int 5 = +1 +4
Craft (Electronic) Int 8 = +3 +4 +1 [Blue Collar]
Craft (Mechanical) Int 9 = +3 +4 +1 [Blue Collar] +1
Craft (Structural) Int 11 = +3 +4 +1 [Blue Collar] +2 Talents +1
Craft (Visual Art) Int 5 = +1 +4
Craft (Writing) Int 5 = +1 +4
Decipher script Int 5 = +1 +4
Demolitions Int 5 = +1 +4
Diplomacy Cha 6 = +2 +4
Disable Device Int 9 = +2 +4 +2 Talents +1
Disguise Cha 5 = +1 +4
Drive Dex 4 = +1 +3
Escape Artist Dex 5= +2 +3
Forgery Int 5 = +1 +4
Gamble Wis 7= +3 +4
Gather Information Cha 6= +1 +4 +1
Handle animal Cha 5 = +1 +4
Hide Dex 6= +1 +3 +2 [stealthy]
Intimidate Cha 6= +1 +4 +1 competence bonus
Investigate Int 5 = +1 +4
Jump Str 5 = +1 +4
Knowledge (arcane lore) Int 5 = +1 +4
Knowledge (art) Int 5 = +1 +4
Knowledge (behavioral sciences) Int 5 = +1 +4
Knowledge (business) Int 5 = +1 +4
Knowledge (civics) Int 5 = +1 +4
Knowledge (current events) Int 5 = +1 +4
Knowledge (earth & life sciences) Int 5 = +1 +4
Knowledge (history) Int 5 = +1 +4
Knowledge (physical sciences) Int 5 = +1 +4
Knowledge (popular culture) Int 5 = +1 +4
Knowledge (streetwise) Int 5 = +1 +4
Knowledge (tactics) Int 8= +3 +4 +1 [Military]
Knowledge (technology) Int 8= +3 +4 +1
Knowledge (theology & religion) Int 5 = +1 +4
Listen Wis 6 = +2 +3 +1
Move Silently Dex 8= +3 +3 +2 [stealthy]
Navigate Int 5 = +1 +4
Perform (Act) Cha 5 = +1 +4
Perform (Dance) Cha 5 = +1 +4
Perform (Keyboards) Cha 5 = +1 +4
Perform (Percussion) Cha 5 = +1 +4
Perform (Sing) Cha 5 = +1 +4
Perform (Stand up) Cha 5 = +1 +4
Perform (String Inst.) Cha 5 = +1 +4
Perform (Wind Inst.) Cha 5 = +1 +4
Pilot Dex 4 = +1 +3
Profession Wis 4 = +1 +3
Read/Write Language ---
Repair Int 12 = +4 +4 +1 competence bonus +2 Talents +1
Research Int 5 = +1 +4
Ride Dex 4 = +1 +3
Search Int 8= +3 =4 +1
Sense Motive Wis 4= +1 +3
Sleight of Hand Dex 4 = +1 +3
Spot Wis 5= +1 +3 +1
Survival Wis 6 = +3 +3
Swim Str 9 = +3 +4 +2 [athletic]
Treat Injury Wis 4 = +1 +3
Tumble Dex 4 = +1 +3
Human
Class HP rolled
Level 1: 8
Level 2: 7
Level 3: 7
Level 4: 8
Equipment:
Languages: French, English
Allegiance(Global-Tech Manufacturing):
More about this character:
Memory's
everyone in the team and doing other missions but not much home life all vague
********************************************************************************
****
GM notes:
+12 points skills to use please state.
secondary: = Radio
Name: Michelle Rogers
Strength: 18 (+4)
Dexterity: 17 (+3)
Constitution: 18 (+4)
Intelligence: 18 (+4)
Wisdom 17 (+3)
Charisma: 18 (+4)
Size: Medium
Height: 5' 8"
Weight: 130lb
Eyes: Green
Hair: Black
Skin: Light
Talents:
Craft Structural +2
Disable Device +2
Repair +2
Stamina recover 2 HP per level half time to wake after knockout.
Evasion if successful reflex roll any half damage is negated.
Total Hit Points: 42
Speed: 30 feet
Armor Class: 19 = 10 +3 [dexterity] + 2 [class] +[4 AC]
Touch AC: 16
Flat-footed: 12
Initiative modifier:+8 = +4 [dexterity] +4 [improved initiative]
Fortitude save: +6 = 2 [base] +4 [constitution]
Reflex save: +8 = 2 [base] +4 [dexterity] +2 [lightning reflexes]
Will save: +5 = 2 [base] +3 [Wisdom]
Attack (handheld): +6 = 2 [base] +4 [strength]
Attack (missile): +5 = 2 [base] +3 [dexterity]
Grapple check: +6 = 2 [base] +4 [strength]
Reputation: +1 = 1 [base]
Action points: 17 (lifetime)
Light load: 100 lb
Medium load: 200 lb
Heavy load: 300 lb
Lift over head: 300 lb
Lift off ground: 600 lb
Push or drag: 1500 lb
WEAPONS>
Desert Eagle autoloader [2d8, crit 20, range incr 40 ft., 4 lb, ballistic, semi-automatic] + 2 clips
AKM/AK-47 assault rifle [2d8, crit 20, range incr 70 ft., 10 lb, ballistic, semi-automatic/automatic] +2 clips
Uzi submachine gun [2d6, crit 20, range incr 40 ft., 8 lb, ballistic, semi-automatic/automatic] +2 clips
Uzi submachine gun [2d6, crit 20, range incr 40 ft., 8 lb, ballistic, semi-automatic/automatic] +2 clips
Fragmentation grenade [4d6, crit --, burst radius 20 ft., range incr 10 ft., 1 lb, slashing]
Fragmentation grenade [4d6, crit --, burst radius 20 ft., range incr 10 ft., 1 lb, slashing]
Fragmentation grenade [4d6, crit --, burst radius 20 ft., range incr 10 ft., 1 lb, slashing]
Fragmentation grenade [4d6, crit --, burst radius 20 ft., range incr 10 ft., 1 lb, slashing]
Thermite grenade [6d6, crit --, burst radius 5 ft., range incr 10 ft., 2 lb, fire]
Taser [1d4 special, crit --, range incr 5 ft., 3 lb, electricity]
Knife [1d4, crit 19-20, range inc 10 ft., 1 lb, one-handed, piercing]
ARMOUR>
Concealable Vest [medium; +4 AC; max dex +4; 4 lb.]
(starting occupation)
Mechanic [Blue Collar]
FEATS>
Advanced Firearms Proficiency
Archaic Weapons Proficiency
Athletic
Combat Expertise
Improved Disarm
Combat Reflexes
Dodge
Endurance
Exotic Melee Weapon Proficiency Weapon:
Improved Initiative
Brawl
Improved Brawl
Run
Stealthy
Personal Firearms Proficiency
Armor Proficiency (light)
Armor Proficiency (medium)
Armor Proficiency (heavy)
Lightning Reflexes
Simple Weapon Proficiency [free]
MUTATIONS>
PHEROMONE REPULSION [DRAWBACK]
You release pheromones that other creatures find repulsive.
Drawbacks: You take a –4 penalty on all Diplomacy and Handle Animal checks made against creatures within 30 feet of you.
NEUTRAD DEPENDENCY [DRAWBACK]
You rely on a medical compound called neutrad to survive.
Drawback: If you go 24 hours without taking a dose of neutrad you must make a successful Fortitude save (DC 15) or take 1 point of Strength damage and 1 point of Constitution damage. Taking a dose of neutrad cures the ability damage caused by neutrad deprivation in 1d6 rounds. Ability damage caused by neutrad deprivation cannot be restored through natural healing.
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier
Autohypnosis Wis 4 = +1 +3
Balance Dex* 6 = +3 +3
Bluff Cha 8= +4 +4
Climb Str 8 = +2 +4 +2 [athletic]
Computer Use Int 5 = +1 +4
Concentration Con 5= +1 +4
Craft (Chemical) Int 5 = +1 +4
Craft (Pharmaceutical) Int 5 = +1 +4
Craft (Electronic) Int 8 = +3 +4 +1 [Blue Collar]
Craft (Mechanical) Int 9 = +3 +4 +1 [Blue Collar] +1
Craft (Structural) Int 11 = +3 +4 +1 [Blue Collar] +2 Talents +1
Craft (Visual Art) Int 5 = +1 +4
Craft (Writing) Int 5 = +1 +4
Decipher script Int 5 = +1 +4
Demolitions Int 5 = +1 +4
Diplomacy Cha 6 = +2 +4
Disable Device Int 9 = +2 +4 +2 Talents +1
Disguise Cha 5 = +1 +4
Drive Dex 4 = +1 +3
Escape Artist Dex 5= +2 +3
Forgery Int 5 = +1 +4
Gamble Wis 7= +3 +4
Gather Information Cha 6= +1 +4 +1
Handle animal Cha 5 = +1 +4
Hide Dex 6= +1 +3 +2 [stealthy]
Intimidate Cha 6= +1 +4 +1 competence bonus
Investigate Int 5 = +1 +4
Jump Str 5 = +1 +4
Knowledge (arcane lore) Int 5 = +1 +4
Knowledge (art) Int 5 = +1 +4
Knowledge (behavioral sciences) Int 5 = +1 +4
Knowledge (business) Int 5 = +1 +4
Knowledge (civics) Int 5 = +1 +4
Knowledge (current events) Int 5 = +1 +4
Knowledge (earth & life sciences) Int 5 = +1 +4
Knowledge (history) Int 5 = +1 +4
Knowledge (physical sciences) Int 5 = +1 +4
Knowledge (popular culture) Int 5 = +1 +4
Knowledge (streetwise) Int 5 = +1 +4
Knowledge (tactics) Int 8= +3 +4 +1 [Military]
Knowledge (technology) Int 8= +3 +4 +1
Knowledge (theology & religion) Int 5 = +1 +4
Listen Wis 6 = +2 +3 +1
Move Silently Dex 8= +3 +3 +2 [stealthy]
Navigate Int 5 = +1 +4
Perform (Act) Cha 5 = +1 +4
Perform (Dance) Cha 5 = +1 +4
Perform (Keyboards) Cha 5 = +1 +4
Perform (Percussion) Cha 5 = +1 +4
Perform (Sing) Cha 5 = +1 +4
Perform (Stand up) Cha 5 = +1 +4
Perform (String Inst.) Cha 5 = +1 +4
Perform (Wind Inst.) Cha 5 = +1 +4
Pilot Dex 4 = +1 +3
Profession Wis 4 = +1 +3
Read/Write Language ---
Repair Int 12 = +4 +4 +1 competence bonus +2 Talents +1
Research Int 5 = +1 +4
Ride Dex 4 = +1 +3
Search Int 8= +3 =4 +1
Sense Motive Wis 4= +1 +3
Sleight of Hand Dex 4 = +1 +3
Spot Wis 5= +1 +3 +1
Survival Wis 6 = +3 +3
Swim Str 9 = +3 +4 +2 [athletic]
Treat Injury Wis 4 = +1 +3
Tumble Dex 4 = +1 +3
Human
Class HP rolled
Level 1: 8
Level 2: 7
Level 3: 7
Level 4: 8
Equipment:
Languages: French, English
Allegiance(Global-Tech Manufacturing):
More about this character:
Memory's
everyone in the team and doing other missions but not much home life all vague
********************************************************************************
****
GM notes:
+12 points skills to use please state.
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