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 The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)

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Maxx
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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Wed May 21, 2014 1:13 am

Wait, we're still having the specialty perks in this, right? Like, perks that can only be used by one individual, based off of their history/personality traits?

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"How strange it is to be anything at all." -In the Aeroplane Over the Sea, Neutral Milk Hotel

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The Real Shade
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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Wed May 21, 2014 1:14 am

Yea boi

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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Wed May 21, 2014 1:15 am

hella

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Maxx
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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Wed May 21, 2014 1:18 am

Awesomesauce. My brain has given up on doing actual work tonight, so I think I'll finish sheets 2 and 3 now. The specials in this always excite me.

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The Real Shade
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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Wed May 21, 2014 1:23 am

I love you guys.

Also, Baron's sheet.

I'm aware that, at first glance, the system may seem somewhat unbalanced. However, I'd say that a lot of the skills (Survival, Mechanics, Medicine, Explosives, etc) are very specialized, whereas some of the skills (Marksmanship, Combat skills, Tactics) are far more general.

Me Again wrote:
BARON
STR: 2
DEX: 1
CON: 2
CHA: 6
INT: 6
WIS: 4

Combat Skills
Melee Combat (Str+Con) (FB) 3 (GB) 3
Unarmed Combat (Dex+Con) (FB) 2 (GB) 3
Marksmanship (Dex+Wis) 4
Explosives (Dex+Int) 3
Tactics (Int) 8


Interpersonal Skills
Persuasion (Cha+Int) 9
Intimidation (Str+Cha) 7
Lying (Int+Cha) 9
Regulation (Cha+Wis)7
Leadership (Cha+Wis) 10

Non-Combat Skills
Medicine (Int+Wis) 7
Sneaking (Dex+Con) 4
Camouflage (Dex+Con) 1
Survival (Int+Wis) 6
Mechanics (Dex+Int) 4

Fluid Skills
Willpower (Wis) 10
Fatigue (Con+Str) 10
Morale (Wis) 10
Health (Con) 10
Stamina (Con) 10

SMOOTH TALKER
Req:
Cha: 3

There's always that one kind in class who can manage to grin and explain away the firecrackers in their teacher's desk so charmingly they get off scot-free. Okay, maybe not, but you get my point. That's your character-devilishly charming. You win over people quite easily, and tend to be the life of the party. Owing to your magnetic personality, you have a -1 modifer to Persuasion and Lying checks.

SILVER-TONGUED DEVIL
Req:
Cha: 4
Wis: 2

There's always that one kind in class who can manage to grin and explain away the firecrackers in their teacher's desk so charmingly they get off scot-free. Then, there's the person that talked them into doing it. Your borderline-alarming level of persuasive rhetoric makes you a natural leader in the sense that people tend to go along with whatever you throw out there, and you'll have a -1 modifier to Leadership as a result. ....no, yeah, you are right. It really should be -2. That's more fair.

THE SNAKE
Req:
Cha: 5

It was the snake that hissed sweet nothings into Eve's ear and made her take the apple. Also, he almost got Jesus to jump off a cliff. Whether your intentions are malevolent or benevolent, your character is a natural leader. Were they not in the ranks of the Dreadnaughts, they could very easily find themselves scampering up the corporate ladder of an influential business, masterfully starting and cultivating the Church of Scient a church that we really don't need to name, or campaigning for social justice. You gain a -1 to Lying, Regulation, Persuasion, and Leadership checks, reflecting your captivating charm and instinctual grasp of advanced rhetoric.

WUNDERKIND WANNABE
Req:
Int: 3

Were Rubik still alive to witness how easily you can solve his silly little cube, he'd likely be sobbing. Your character's sharp. As a result, they gain a -1 to Survival and Medicine checks, reflecting their general intelligence of nuanced fields like not dying and stabbing people with needles.

CAESAR
Req:
Int: 4

One of history's most famous generals, who has had a bunch of fancy titles named after him, is generally thought to be sorta on the sharp side. I mean, I could list a ton of other smart military people: there was my boy Hannibal, Genghis Khan, Erwin Rommel, Patton, that little show-off Suvorov...eh, that's about it. But, hey, your character could list even more. Your character's well-read, Risk-playing nature suits them well on the battlefield, with a -2 to Tactics checks. Straight up!

THE RAVEN
Req:
Int: 5

Nevermore, quoth your character. Masterfully smart, an expert of multiple disciplines, and perhaps-perhaps-they're even capable of not being an asshole despite all that-your character's undoubtedly capable of taking on Rain Man in a game of chess. Your remarkable intellect and ability to know big words lets them take -1 to Tactics, Medicine, Survival, Mechanics, Explosives, and Lying checks.

OLD SOUL
Req:
Wis: 3

"That's, just, like, your opinion, man" -Jeffery "The Dude" Lebowski
"F*ck it, nothing matters anyways, bro" -Friedrich Nietszche

Just, relax. This too will pass and sh*t. -1 to Regulation checks, okay? Deep breaths.

SAGACITY
Req:
Wis: 4

They say you can tell a man's knowledge by his answers, but his intelligence by the questions you ask. I say that you can tell a man's wisdom by the -2 modifiers to Leadership and Willpower, but maybe that's just me. What do I know.

BATTLE SCARRED, I
Req:
Has a scar somewhere on their body.

Whenever the Dreadnaughts get a few drinks in them, and Belroth's clothes start coming off, there's always a boisterous discussion of who has the coolest/most painfully obtained scars. These scars, not visible at a fist glance, are nonetheless a reminder of what your character's endured. Regardless of how you got it, your character has a -1 to Survival checks as a result of having endured great pain before, and emerged with the knowledge they can handle that sh*t again. Oh, but they do have one teensy drawback. If your character is impersonating another character, this could be a giveaway. Avoid being naked on deep cover missions, unless your target has the Sex Appeal perk.

BATTLE SCARRED, II
Req:
Has a scar somewhere on their person that is readily visible.

Oh, damn. Makes a good conversation starter, but that nasty mark also merits a bit of unwanted attention. Just like Harry Potter, and just unlike Kate Upton, you're used to people staring at your face. You have -1 to Willpower checks, as a result of putting up with all that gawking for your life, but also have to endure an instant failure on impersonations, barring certain circumstances ("Listen up, your mission is to infiltrate the School for the Deaf and Blind...")

NOTE: IF THE LIMP CAN BE CONCEALED, THEN IMPERSONATIONS WILL NOT BE IMMEDIATELY FAILED. Also, impersonations are different from straight up being an imposter.

DOCTOR SCRATCH HOPALONG

Of all the devious characters I've had the pleasure of RP'ing with, it would seem that Baron is one of the most capable of causing mayhem. However, you did give him one crippling-literally-weakness. That leg of his. As a result of his torture in the beautiful America del Sur, he's not going to be running marathons, delivering back-breaking kicks, or winning pogo stick competitions anytime soon. Keep that brace on-and pray that your enemies aren't on the lookout for a man with a limp-you'll have trouble talking your way out of that one.

____________________________________
My Boy Patches wrote:
Listen up homies, this CENSORED is fresh and real, so I suggest to all o' y'all to pick up what I'm puttin' down and check this CENSORED out. For real. YOLO, you won't regret it.
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The Real Shade
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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Wed May 21, 2014 1:32 am

Maxx's first sheet.

Quote :
IVAN
STR: 2
CON:4
DEX: 3
CHA: 1
INT: 6
WIS: 3

Combat Skills
Melee Combat (Str+Con) (FB) 6 (GB) 7
Unarmed Combat (Dex+Con) (FB) 6 (GB) 8
Marksmanship (Dex+Wis) 6
Explosives (Dex+Int) 9
Tactics (Int+Per) 7


Interpersonal Skills
Persuasion (Cha+Int) 1
Intimidation (Str+Cha) 7
Lying (Int+Cha) 5
Regulation (Cha+Wis) 2
Leadership (Cha+Wis) 3

Non-Combat Skills
Medicine (Int+Wis) 6
Sneaking (Dex+Con) 6
Camouflage (Dex+Con) 5
Survival (Int+Wis) 7
Mechanics (Dex+Int) 6

Fluid Skills
Willpower (Wis) 10
Fatigue (Con+Str) 10
Morale (Wis) 10
Health (Con) 10
Stamina (Con) 10

FLOATS LIKE A BUTTERFLY....
Req:
Dex: 3

Your character's quick. Sharp reflexes and good hand-eye coordination. Your character's naturally on the observant side, picking up on their surroundings and always walking away from that arcade game with the moveable claw with the teddy bear. You prefer, however, to utilize this innate quickness by means of Marksmanship, where you'll enjoy a -1 to all your checks.

...STINGS LIKE A .44
Req:
Dex: 4

Holy hell, your character's quick. From the blur of their hand to their holster to the strange, bloodied hole that just appeared in their target's face, your character's a natural gunslinger. Or, perhaps, not-maybe their agility and ability to make split-second decisions manifests itself in piloting airplanes, or pressing A and B in the exact right combo to make the Poke Ball catch without fail. Regardless, you're good, kiddo. You'll gain a bonus to situations where a hair-trigger reaction is necessary.

HEALTH GURU
Req:
Con: 3

You know that asshole that's always going around telling people how many calories are in what they're eating? Your character's not like that. He/she does, however, have a good eye for their physical well-being, and maintains a solid amount of cardiovascular health. As a result of choosing to bring your lunch to work, Medicine checks on your character are -2 easier, because it's a lot easier to save somebody's life when they're not already dying of half a dozen other causes.

WUNDERKIND WANNABE
Req:
Int: 3

Were Rubik still alive to witness how easily you can solve his silly little cube, he'd likely be sobbing. Your character's sharp. As a result, they gain a -1 to Survival and Medicine checks, reflecting their general intelligence of nuanced fields like not dying and stabbing people with needles.

CAESAR
Req:
Int: 4

One of history's most famous generals, who has had a bunch of fancy titles named after him, is generally thought to be sorta on the sharp side. I mean, I could list a ton of other smart military people: there was my boy Hannibal, Genghis Khan, Erwin Rommel, Patton, that little show-off Suvorov...eh, that's about it. But, hey, your character could list even more. Your character's well-read, Risk-playing nature suits them well on the battlefield, with a -2 to Tactics checks. Straight up!

THE RAVEN
Req:
Int: 5

Nevermore, quoth your character. Masterfully smart, an expert of multiple disciplines, and perhaps-perhaps-they're even capable of not being an asshole despite all that-your character's undoubtedly capable of taking on Rain Man in a game of chess. Your remarkable intellect and ability to know big words lets them take -1 to Tactics, Medicine, Survival, Mechanics, Explosives, and Lying checks.

OLD SOUL
Req:
Wis: 3

"That's, just, like, your opinion, man" -Jeffery "The Dude" Lebowski
"F*ck it, nothing matters anyways, bro" -Friedrich Nietszche

Just, relax. This too will pass and sh*t. -1 to Regulation checks, okay? Deep breaths.

BATTLE SCARRED, I
Req:
Has a scar somewhere on their body.

Whenever the Dreadnaughts get a few drinks in them, and Belroth's clothes start coming off, there's always a boisterous discussion of who has the coolest/most painfully obtained scars. These scars, not visible at a fist glance, are nonetheless a reminder of what your character's endured. Regardless of how you got it, your character has a -1 to Survival checks as a result of having endured great pain before, and emerged with the knowledge they can handle that sh*t again. Oh, but they do have one teensy drawback. If your character is impersonating another character, this could be a giveaway. Avoid being naked on deep cover missions, unless your target has the Sex Appeal perk.

BATTLE SCARRED, II
Req:
Has a scar somewhere on their person that is readily visible.

Oh, damn. Makes a good conversation starter, but that nasty mark also merits a bit of unwanted attention. Just like Harry Potter, and just unlike Kate Upton, you're used to people staring at your face. You have -1 to Willpower checks, as a result of putting up with all that gawking for your life, but also have to endure an instant failure on impersonations, barring certain circumstances ("Listen up, your mission is to infiltrate the School for the Deaf and Blind...")

BATTLE SCARRED, III
Req:
Has a f*ckton of scars
BATTLE SCARRED, I
BATTLE SCARRED, II

It's like you ran your character through a blender, and then blew up the blender. Your character is closer to Freddy Krueger than a normal human being, and unfortunately, are disqualified from SEX APPEAL because, well, I need a drawback. Hope nobody looks like Freddy Kruger and is offended by this. However, you do have a lovely -2 to Intimidation checks, because after all the pain you've been through, nobody wants to be the target of your built-up hatred of the world.

I CAN QUIT ANYTIME I WANT
Req:
Has a dependency

...what? No, I don't know why all those guns are missing from the armory. Scratching myself? Th-that's an itch. No, I don't know where all your money went. Oh, we weren't supposed to sell those hostages into the slave trade? My bad. Unclear on the orders. Hey, who got rid of the TV in the lounge? And tore out the copper wiring in the A/C unit? Wait, what the f*ck? We have physical exams this week? Th-those don't include drug tests, do they? Ohhhhh sh*t. Your character, as a result of turning to the good stuff to avoid their problems, has a -1 to Lying checks and Medicine checks, but unfortunately suffers +2 to Health, Morale, Stamina, Willpower, and Fatigue checks when deprived of their substance of choice. Don't go cold turkey. Oh, and your character gains -3 to Morale checks whenever they've got their fix. Rehab is for p*ssies.

MOTHER RUSSIA, FATHER VODKA

Ivan has seen some sh*t. As a gruff, hardened soldier, he's got quite a bit of experience and will not be as rattled by the ravages of war as some of the young'uns will be...but...time is beginning to take it's toll. Were he out of the Dreadnaughts, he could very be well facing a mid-life crisis. Avoid thinking too much about the fact you're closer to dying than you are being born, Ivan, and focus on the fight around you.

____________________________________
My Boy Patches wrote:
Listen up homies, this CENSORED is fresh and real, so I suggest to all o' y'all to pick up what I'm puttin' down and check this CENSORED out. For real. YOLO, you won't regret it.
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Maxx
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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Wed May 21, 2014 1:39 am

Lol. Battle-scarred III. Achievement Unlocked. I also like that special. I'm done with mystery character 3. I'm working on Sam now.

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"How strange it is to be anything at all." -In the Aeroplane Over the Sea, Neutral Milk Hotel

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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Wed May 21, 2014 10:58 am

@Shade,
Occasional skill comments are appreciated, though I realize that writing 'em takes time. They're a nice way to establish an interpretation of each number, although there is a danger of redundancy. I'm a bit worried the dice won't much care about said interpretations, but let come what may.

What do FB and GB actually stand for? Also, I see we have a bunch of health meters that'll be used to make checks, but where does each char's total modifier on checks against said meters go?

Feats feats feats new feats, sweet.
Personal favorites: the mule, all persuasion feats, all char-specific feats perks (esp. their titles).

@all,




More portraits and an unexpectedly TF2ish height chart, for your consideration. If I misrepresented some feature of anyone's char, just tell me what to fix.


Last edited by JazzTap on Thu May 22, 2014 1:09 am; edited 1 time in total (Reason for editing : Shortened Ivan's haircut.)
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Dragonbud
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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Wed May 21, 2014 8:57 pm

To quote my friend who was looking over my shoulder. "Wow that's one wicked cool art style!" I don't think ive ever had someone willingly draw my character, so that's really flattering c:

also my character is a pipsqueak. and I love it

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Maxx
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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Wed May 21, 2014 10:46 pm

Ivan's hair is too long (though this is mainly my fault, as I said his hair was long lol). I imagine him having a haircut/length like Ezio's in Assassin's Creed Revelations. Besides that, he looks good.

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The Real Shade
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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Wed May 21, 2014 10:51 pm

Jazz I have jealousy out the @ss right now. Very impressive work. I didn't realize the skills comments were so useful! I figured they were probably annoying. If that's the case, I'll go back and add them all in-I can see how listing my thought process might help.

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My Boy Patches wrote:
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Maxx
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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Thu May 22, 2014 12:04 am

I pmed Shade characters 2 and 3. As soon as he gives me the OK, I'll post them.

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"How strange it is to be anything at all." -In the Aeroplane Over the Sea, Neutral Milk Hotel

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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Thu May 22, 2014 12:15 am

Going through the sheets in order of being posted, and I'll need to go back and add comments, so that might be a tiny bit.

Also, I forgot to clarify on (FB) and (GB). Essentially, Force Based and Grace Based. Allow me to elaborate on that a bit-picture a massive NFL linebacker, bench presses four hundred pounds and throws a ninety mph fastball with a shot put. Also envision a five foot, ninety pound black belt of like a zillion martial arts. The first would have a high Force Based Unarmed Combat value: if it was just straight up throwing haymakers or body slamming, he'd reign supreme. However, in terms of finesse and precision, he's not gonna do as well-which is where Mr. Miyagi comes into play. He's the sort that couldn't do a push-up but could f*ck up all your pressure points and use your own force against you and such. Same goes for Melee Combat-Force Based would be a baseball bat, sledgehammers, a hammer, Grace Based would be trying to fence with someone, throwing knives, etc.

Hope that helps-I think it more accurately reflects the wide variations of fighting styles. Someone with raw strength may not have finesse; someone graceful may not have any force behind it.

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My Boy Patches wrote:
Listen up homies, this CENSORED is fresh and real, so I suggest to all o' y'all to pick up what I'm puttin' down and check this CENSORED out. For real. YOLO, you won't regret it.
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Maxx
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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Thu May 22, 2014 12:20 am

So sheet's 2 and 3:




Name: Sarge (his official designation is K009)
Age: 6 (roughly mid-thirties in dog years)
Sex: Male
Appearance: Sarge is a Belgian Malinois, a breed of dog that looks almost identical to a German Shepherd but is smaller and more compact. He is about two feet tall at the shoulder. He weighs around 65 pounds. Sarge’s coat is entirely black, with a patch of dark brown under his , and he has a black nose. Sarge’s eyes are a mahogany brown, bordering on a very dark red, giving him quite a demonic appearance when he is about to tear out your throat and make a snack of your facial tissue. Something one would realize about Sarge when he is about to tear out said throat is that his canine teeth (the two really sharp ones in the front) are made of metal (a super-strong titanium alloy, to be exact). Besides that, Sarge pretty much looks like a regular dog.

Attire: Sarge wears a military dog vest when in combat . If you are too lazy to click that link, basically this vest is made of kevlar (to keep Sarge’s lovely body from being turned to swiss cheese), has a handling strap (for peeps to hold), a camera with night vision (so that a handler can watch from far away [this is only used when Sarge is sent in alone]), an earpiece so his handler can speak to him (he also hears the comms), drainage holes (to keep him dry if he gets in water), and a load-bearing v-ring that Sarge can use for fast-roping and parachuting with his handler (it can also be attached to a leash). This dog could possibly wear better armor than some soldiers.

Personality: Sarge is normally a mild-mannered dog. He isn’t overly-aggressive like many war dogs, but there’s just something about that word “attack” that sets him on edge. When that word escapes Sam’s lips, Sarge becomes a completely different animal. He is bloodthirsty and vicious, showing no mercy and adhering to every order. Sarge never disobeys an order, and never has once ever. He doesn’t know why and he doesn’t know what would happen if he did, but he doesn’t care. Orders are orders. This strict discipline is what makes Sarge so good at his job. Sarge is fiercely loyal to those who he respects (people on the team who aren’t assholes towards him) and would gladly take a bullet for any of them. Respect is very important for Sarge. If you respect him, then he will respect you. If you disrespect him, then you know who pissed on your bed and tore up your slippers.

Nationality: Straight ‘Murican in this dawg
Hobbies: Fetch, chewing things, eating bones, shitting in the woods- what do you expect? He’s a dog.
Talents: Sniffing butts, pissing on fire hydrants, and kicking ass.
Weapons of Choice: His titanium teeth, claws, and superior senses of hearing and smell.
Role: Attack dog/bomb dog. He can do both.
Bio: Sarge was born on a military-owned puppy farm in Pennsylvania. Almost from birth, he began to be trained. Sarge spent the first two years of his life learning how to obey owners and attack enemies. His senses of hearing and smell became world-class, and he gained a strict self-discipline and adherence to regulations. One day, other soldiers came to the farm and took Sarge to Coronado, CA, the SEAL headquarters. Here, he went through much tougher training, where he jumped from helicopters with soldiers, rappelled down buildings, and met his best friend; Sam. Sarge was assigned to be Sam’s dog, and the two became the best of friends. On SEAL Team 3, Sarge hunted the Taliban in their network of tunnels. Soon, both he and Sam were moved to SEAL team 6, the highly-classified highly-specialized antiterror unit of the US military. He conducted numerous raids on Al Qaeda (yes, I stole that from the Navy SEAL copypasta) until Sam left the team to join the Dreadnaughts. It is not standard protocol for a SEAL dog to accompany its handler if they are discharged, but Sam was good friends with some important people, and so when he left, Sarge was assigned to him as a “therapy dog”.
Other: (Anything else of importance)

Attributes:
21 points to divvy up however you like here
Strength: 6 (titanium canines FTW)
Dexterity: 4
Constitution: 5
Charisma: 1 (dog’s don’t really need charisma)
Intelligence: 2
Wisdom: 1 (dogs also don't need wisdom, since instinct doesn't count here)

Skills:






Name: Staff Sergeant Samuel Harvard (Sam)
Age: 31
Sex: M

Appearance: Sam is a skinny man, extremely well-built with defined muscles and six-pack abs. His skin is tanned caucasian; he obviously spends a lot of time outdoors. He can be described as handsome or attractive by women, with that military-esque look to him. Sam is 6’0”, and weighs a little under 180 lbs. He has light brown hair that he always wears buzzed, and is always clean-shaven in a very military way. He is a man who looks like a soldier. He has a rounded jawline and a wide mouth, with well-kept teeth. His eyes are a light blue, described by many as cyan. Sam’s nose is small and rounded, and his ears are a little larger than average. Sam has a few different tattoos on his body that he’s accumulated over the years. On his left shoulder is a tattoo of the SEAL insignia (the eagle with the trident), and on the right side of his chest is a tattoo of a skeletal frog holding a trident (a symbol of the navy SEALs). On Sam’s right forearm is a tattoo of a fallen soldier memorial (the gun with the helmet). The top of the tattoo (above the helmet) says “All gave some” and at the bottom (under the gun barrel), it says “Some gave all”.

Attire: When in combat, Sam wears a set of fatigues (the camo color depends on his environment. If Sam is on a recon or black ops mission, he usually wears all black), under which is a kevlar vest. On his head, he wears a MICH helmet (a helmet with built-in comms device) and a pair of polarized black sunglasses. When he feels like it (or if he’s doing recon/black ops) Sam wears a black balaclava with a skull design on it. Like any sensible infantry soldier, Sam wears a plate carrier chest rig that contains pistol magazines, grenades, a flare gun, and a Slim Jim (he calls it his “victory snack”). He wears combat boots on his feet and SAP gloves on his hands. Sam wears a thick belt, which holds box rounds for his light machinegun. He wears a set of dog tags and a crucifix on the same chain. When off-duty, Sam’s attire normally consists of long camo pants, a tee shirt of some sort (if he’s exercising or working out, this tee shirt will be plain brown), and boots. Occasionally, he’ll wear a baseball cap with the Navy SEAL logo on it in gold.

Personality: Sam is a prideful man. He has worked extremely hard to achieve what he has in life, and he doesn’t mind telling you about it. He talks a lot about his training and missions, and a lot of the times even Dreadnaughts are impressed. He is very self-disciplined, able to stick to a strict schedule, and watches what he eats to maintain his body (protein and complex carbohydrates ftw). Sam is extremely stubborn as well, making him hard to negotiate with but also making him extremely persistent and resilient (few get through SEAL training without resilience). Sam has a flare for revenge, and this combined with his stubbornness makes him a dangerous person to piss off. Sam’s greatest weakness is his lack of intellect. He is dumb, quite frankly. He wasn’t very smart to begin with, and he never went to college, so his intelligence lags far behind that of most other soldiers. He is extremely self-conscious about his intelligence, and can get extremely angry if someone calls him stupid or dumb (he busted a marine’s head open once because the guy called him an idiot). He often hides his intelligence by pretending that he knows more than he actually does. Despite his lack of intellect, Sam is a good leader, with plenty of street smarts (hence his wisdom) and enough charisma to make people believe he knows what he’s doing. He likes being in a position of authority, but understands that not everyone can be a leader, and so respects other authority.

Nationality: American
Hobbies: Fishing, playing cards, playing with Sarge, working out, shooting things, hunting, camping. Most of Sam’s favorite activities happen outdoors.
Talents: Sam is good at climbing, camping, self-defense,
Weapons of Choice: Sam’s primary weapon is the Ares Shrike EXP-2 light machine gun. It is fed with box magazines and has a tactical rail on the bottom, which Sam carries two attachments for, either a bayonet or a flashlight. Sam’s sidearm is his old Sig Sauer P226 Navy semi-automatic handgun. It has the Navy SEAL insignia engraved into the top of the grip in gold. He also usually carries the regular soldier stuff; two flashbangs, two frag grenades, a flare gun, and a combat knife.

Role: Machine gunner/ infantry. Specializes in urban warfare and suppressing fire.

Bio: Sam has wanted to be a Navy SEAL since he was a boy. He was born in Fresno, California to a fighting family with very little income. By the time he was 4, his family split up. He went with his father, a wounded warrior who had his leg blown off by a missile in Vietnam, while his twin sister went with his mother. Sam’s dad had never gone to college, and because of this was cursed with joblessness when he got back from the war in 1974. He was hard-pressed to find work anywhere in town, and so money was always tight. Twice in his childhood, Sam found himself on the streets with his dad, evicted. Sam struggled immensely in school (like father like son, they say), but never had problems in any other teenaged category. He loved working out and, due to his musculature, there was never a shortage of girls around (for most of his life, as a matter of fact). He played as a linebacker on his high school football team, and was a first-team All-American in his senior year. He got a full athletic scholarship to USC, though he had no interest in college at all. He wanted to be a SEAL. And why, you ask? Well Sam had once gone to a football camp in Coronado, California that was hosted by the SEALs. Their workouts challenged his body more than any workout he had ever done, and he began to gain an incredible amount of respect for them. He sat around afterwards, listening to the old BUD/S stories, tales about storming Grenada and making ships disappear off the coast of Vietnam. He even met one SEAL who was a Medal of Honor recipient. He was inspired to become like these men and show the world that, despite his upbringing, he was good enough. But tales aside, Sam failed out of school sophomore year (not intentionally, mind you). He spent so much time partying and working out that he didn’t pay attention to his grades, and so he found himself alone and penniless. His father was disgraced, and turned to alcohol to comfort himself. So, Sam went and enlisted in the marines. His awful grades made this tough, but somehow he got in. He served a combat tour in Iraq where he fought on the front lines in the Second Battle of Fallujah. He returned from war ready to become a SEAL. He went into SEAL training and, despite its rigorousness, passed. He joined SEAL Team 3, and went to Afghanistan. He hunted the Taliban for years (he met Sam during this), and showed his stripes on the battlefield as a good morale-increasing leader and combat specialist. Upon his return, he was moved to SEAL Team Six, the elite super-secret counter-terrorist unit that everyone’s heard of (he met Sarge at this point). He fought in Afghanistan once more, and participated in Operation Neptune Spear, the raid on Osama Bin Laden’s compound. He returned victorious, but he would soon lose more than he realized.

One mission in particular, Sam did not go on. The week before he had torn a ligament in his knee while training, and so was in the medical ward. As the helicopter was landing with the rest of his unit, a Taliban RPG hit it, causing the copter to crash. There were no survivors. Sam saw it happen from the window of the medical ward, and ran out towards the crash. There was nothing he (or Sarge) could do. Basically, Sam lost all of his friends in one shot. He was sent back home, the lone survivor of his team, as he had fallen into depression. He almost killed himself twice, and once only survived because somebody walked into his room while he was about to pull the trigger of his Sig Sauer and talked him out of it. He went to rehab, and returned a healed man with a vengeance on his mind. Sam could have rejoined SEAL Team Six to whoop some Al Qaeda ass after what they did to him, but that was too nice. The SEALs had to go by the laws of the UN, US, and Geneva Convention. The Dreadnaughts did not. Sam joined them, hoping one day to return to Afghanistan and brutally murder the bastard that killed his friends.

Other:

Attributes:
21 points to divvy up however you like here

Strength: 4
Dexterity: 2
Constitution: 5
Charisma: 4
Intelligence: 1
Wisdom: 3

Skills:

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"How strange it is to be anything at all." -In the Aeroplane Over the Sea, Neutral Milk Hotel

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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Thu May 22, 2014 12:49 am

puppy puppy puppy (totally not excited not at all)

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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Thu May 22, 2014 12:58 am

@The Real Shade wrote:
Yup, that's what happened to me. Lesson learned, at least. Going to skim back through the old RP to see if there are any good perks I forgot about and then I'll start divvying them up.

EDIT

Here we go! These take more time than you would think. Let me get some feedback on these, as I'll be doing the rest and will tinker perks and skill allotment as necessary.

Me, awesome person! wrote:
Jirina
STR: 4
DEX: 1
CON: 4
CHA: 2
INT: 3
WIS: 5

Combat Skills
Melee Combat: (FB): 8 (GB): 2. Your character packs a punch, however, doesn't have much in terms of finesse. (In other words, go for a sledgehammer, not a rapier, when things get cray)
Unarmed Combat (Dex+Con) (FB) 7 (GB) 2 Again, your character has raw force, but in terms of fluidity or technique, is a teensy bit lacking
Marksmanship (Dex+Wis) 7. Jirina's reflexes aren't the best (silly flashbang), but her levelheadedness lets her ward off panic and place each shot calmly and accurately.
Explosives (Dex+Int) 3. While smart and calm, you don't have a ton of explosives training beyond "Pull the pin and throw"
Tactics (Int) 6. A solid blend of intellect, intuition, and experience makes for a decent tactician.


Interpersonal Skills
Persuasion (Cha+Int) 5. "A smile and a gun gets you further than a smile alone." -Al Capone. Maybe. I butcherd that quote.
Intimidation (Str+Cha) 4. Jirin's in good shape, and certainly formidable, but is better suited for talking people down rather than terrifying them.
Lying (Int+Cha) 4. Avoid playing poker.
Regulation (Cha+Wis) 8. She may have a few flaws of her own, but Jirin's empathetic enough to know exactly what to say to someone in hysterics ("No, you don't look fat at all in those pants!")
Leadership (Cha+Wis) 7. You know how every soccer team has the mom that always brings all the snacks?

Non-Combat Skills
Medicine (Int+Wis): 6 Basic battlefield first aid, nothing akin to medical school.
Sneaking (Dex+Con): 4 Jirin's many things; graceful is not one of them.
Camouflage (Dex+Con): 4 Camouflage takes a gentle touch. Jirin prefers a more heavy handed one.
Survival (Int+Wis) : 6 No survivalist guru, but certainly capable of roughing it.
Mechanics (Dex+Int) : 3 ...well, um, the jumper cables work no matter where you put them, right?

Fluid Skills
Willpower (Wis): 10 (In regards to your question concerning modifiers, they will certainly come into affect, however, everyone starts with 10 in all of these stats at the beginning of an Act. As fighting takes its toll, these will steadily be depleted-increasingly so depending on what you do. Sprinting with all your gear on will burn through your Stamina and Fatigue, whereas getting shot will lower your Health. etc. Your attributes and perks will determine how quickly these deteriorate and how easily restored they are.)
Fatigue (Con+Str): 10
Morale (Wis): 10
Health (Con): 10
Stamina (Con): 10

BUFF
Req:
Str: 3

Your character has some semblance of physical power, whether it's from doing a lot of curls or competing in the semi-legal underground fight club the Dreadnaughts run in their free time. Regardless of the source of their physiological capabilities, enjoy a -1 to Melee Combat checks (that utilize heavy weapons or force) and Unarmed Combat checks (that utilize raw force). Stay buff, brah.

BIG HOSS
Req:
Str: 4, Con: 3
OR
Con: 4, Str: 3

Your character's in good physical shape, and are a visible gym-goer and push-uper-er. The results of their bodybuilding allow for -1 to Stamina and Fatigue Checks-because your character does, in fact, lift.

HEALTH GURU
Req:
Con: 3

You know that asshole that's always going around telling people how many calories are in what they're eating? Your character's not like that. He/she does, however, have a good eye for their physical well-being, and maintains a solid amount of cardiovascular health. As a result of choosing to bring your lunch to work, Medicine checks on your character are -2 easier, because it's a lot easier to save somebody's life when they're not already dying of half a dozen other causes.

WUNDERKIND WANNABE
Req:
Int: 3

Were Rubik still alive to witness how easily you can solve his silly little cube, he'd likely be sobbing. Your character's sharp. As a result, they gain a -1 to Survival and Medicine checks, reflecting their general intelligence of nuanced fields like not dying and stabbing people with needles.

OLD SOUL
Req:
Wis: 3

"That's, just, like, your opinion, man" -Jeffery "The Dude" Lebowski
"F*ck it, nothing matters anyways, bro" -Friedrich Nietszche

Just, relax. This too will pass and sh*t. -1 to Regulation checks, okay? Deep breaths.

SAGACITY
Req:
Wis: 4

They say you can tell a man's knowledge by his answers, but his intelligence by the questions you ask. I say that you can tell a man's wisdom by the -2 modifiers to Leadership and Willpower, but maybe that's just me. What do I know.

THE MULE
Req:
Wis: 5

Stubborn as hell and also the best character in Orwell's Animal Farm, the mule seems to be doing its own thing, and that's usually pretty annoying. However, they are more sure-footed than their equestrian brethren, and can navigate far more treacherous areas-at their own d*mned pace. Your character's resolve and emotional awareness grants them a lovely -1 to Willpower and Regulation Checks, but, most importantly, a  -2 to Morale checks, given their steadfast nature and ability to remain calm in even the most "sh*t is hitting the fan" of situations.

DIAZEPAM

Jirina's the eye of the storm, the center of calm and control amidst a battlefield of destruction. Whenever disastrous things occur, or imminent death seems to be facing them, Jirina always seems to be the last one getting rattled. While she may not have the quickest reflexes, she makes up for it by reacting with utter conviction and absolute calm when she does. Jirina will have bonuses against the harsh nature of war, whether it be torture or the shell-shock of watching one's comrades fall around them.

TANIS
STR: 1
DEX: 4
CON: 2
CHA: 5
INT: 5
WIS: 2

Combat Skills
Melee Combat (Str+Con) (FB) 2 (GB) 4. Unless you're slitting someone's throat when they're asleep-and also paralyzed-leave the knifefights to someone else.
Unarmed Combat (Dex+Con) (FB) 1 (GB) 4. Your character's quick but...not much else.
Marksmanship (Dex+Wis)  7. "I'm better when I move" -The Sundance Kid
Explosives (Dex+Int) 6. What would a spy movie be without defusing some explosives?
Tactics (Int) 7 Being a femme fatale requires thinking quickly and utilizing everything at one's disposal. Also, being flirty.


Interpersonal Skills
Persuasion (Cha+Int) 8. Begin any sentence with "Hello there, handsome," and you'll probs get what you want.
Intimidation (Str+Cha) 2 Unfortunately, most people aren't into the whole "sexy intimidation" thing.
Lying (Int+Cha) 8 Begin any lie with "Hello there, handsome" and you'll probs convince them of what you want.
Regulation (Cha+Wis) 5 You're equally bound to rile somebody up as you are to calm them down. Your own temper is counterproductive, also.
Leadership (Cha+Wis) 6 Not exactly a real take-charge, lead-the-troops-into-the-fray type, but you have a good knowledge of how people work and are charming.

Non-Combat Skills
Medicine (Int+Wis) 5. You'd rather inject somebody with a poison than an antiobiotic, methinks.
Sneaking (Dex+Con) 8 Whenever you're not hiding in plain sight, you're equally camouflaged in the shadows.
Camouflage (Dex+Con) 6 You'd rather skulk about in the inside of a building than the jungles of God-knows-where, but are a skilled stealth operative nonetheless.
Survival (Int+Wis) 5 Urban survival is more your thing.
Mechanics (Dex+Int) 8. That motorbike doesn't fix itself.

Fluid Skills
Willpower (Wis) 10
Fatigue (Con+Str) 10
Morale (Wis) 10
Health (Con) 10
Stamina (Con) 10

FLOATS LIKE A BUTTERFLY....
Req:
Dex: 3

Your character's quick. Sharp reflexes and good hand-eye coordination. Your character's naturally on the observant side, picking up on their surroundings and always walking away from that arcade game with the moveable claw with the teddy bear. You prefer, however, to utilize this innate quickness by means of Marksmanship, where you'll enjoy a -1 to all your checks.

...STINGS LIKE A .44
Req:
Dex: 4

Holy hell, your character's quick. From the blur of their hand to their holster to the strange, bloodied hole that just appeared in their target's face, your character's a natural gunslinger. Or, perhaps, not-maybe their agility and ability to make split-second decisions manifests itself in piloting airplanes, or pressing A and B in the exact right combo to make the Poke Ball catch without fail. Regardless, you're good, kiddo. You'll gain a bonus to situations where a hair-trigger reaction is necessary.

SEX APPEAL
Req
Constitution and Charisma combined must equal 7, with neither being lower than 2.

My pants just got two sizes too small, if you catch my drift. Your character is turning some motherf*ckin heads when they walk in the door. They've got good genes, a sweet b'donk, whatever it is, your character's got it. You'll benefit from a -1 to any Persuasion or Lying checks on members of the opposite sex (or members of the same sex that are gay/bisexual). So work that walk and sh*t.

SMOOTH TALKER
Req:
Cha: 3

There's always that one kind in class who can manage to grin and explain away the firecrackers in their teacher's desk so charmingly they get off scot-free. Okay, maybe not, but you get my point. That's your character-devilishly charming. You win over people quite easily, and tend to be the life of the party. Owing to your magnetic personality, you have a -1 modifer to Persuasion and Lying checks.

SILVER-TONGUED DEVIL
Req:
Cha: 4
Wis: 2

There's always that one kind in class who can manage to grin and explain away the firecrackers in their teacher's desk so charmingly they get off scot-free. Then, there's the person that talked them into doing it. Your borderline-alarming level of persuasive rhetoric makes you a natural leader in the sense that people tend to go along with whatever you throw out there, and you'll have a -1 modifier to Leadership as a result. ....no, yeah, you are right. It really should be -2. That's more fair.

THE SNAKE
Req:
Cha: 5

It was the snake that hissed sweet nothings into Eve's ear and made her take the apple. Also, he almost got Jesus to jump off a cliff. Whether your intentions are malevolent or benevolent, your character is a natural leader. Were they not in the ranks of the Dreadnaughts, they could very easily find themselves scampering up the corporate ladder of an influential business, masterfully starting and cultivating the Church of Scient a church that we really don't need to name, or campaigning for social justice. You gain a -1 to Lying, Regulation, Persuasion, and Leadership checks, reflecting your captivating charm and instinctual grasp of advanced rhetoric.

WUNDERKIND WANNABE
Req:
Int: 3

Were Rubik still alive to witness how easily you can solve his silly little cube, he'd likely be sobbing. Your character's sharp. As a result, they gain a -1 to Survival and Medicine checks, reflecting their general intelligence of nuanced fields like not dying and stabbing people with needles.

CAESAR
Req:
Int: 4

One of history's most famous generals, who has had a bunch of fancy titles named after him, is generally thought to be sorta on the sharp side. I mean, I could list a ton of other smart military people: there was my boy Hannibal, Genghis Khan, Erwin Rommel, Patton, that little show-off Suvorov...eh, that's about it. But, hey, your character could list even more. Your character's well-read, Risk-playing nature suits them well on the battlefield, with a -2 to Tactics checks. Straight up!

THE RAVEN
Req:
Int: 5

Nevermore, quoth your character. Masterfully smart, an expert of multiple disciplines, and perhaps-perhaps-they're even capable of not being an asshole despite all that-your character's undoubtedly capable of taking on Rain Man in a game of chess. Your remarkable intellect and ability to know big words lets them take -1 to Tactics, Medicine, Survival, Mechanics, Explosives, and Lying checks.

...Innocent?
Req for Males:
Con: 2 or lower
Str: 2 or lower
Cha: 3 or higher

Req: for Females:
Con: 3 or lower
Str: 3 or lower
Cha: 2 or higher

Must not have any of the BATTLE SCARRED perks, or the I CAN QUIT ANYTIME I WANT perk. The benefits from this perk cannot be utilized on the same person as the perks from SEX APPEAL

Alas, poor Yorick, he was but a weakling, unfit for war. The Dreadnaughts don't hire those who don't have the physical and mentality tenacity war requires-but other people don't know that. Your character, whether it's breaking into tears on cue or being the team mom, the youngest member, etc, is just so precious. Too good for the carnage of war. Your character gains a -1 to Lying checks on people who are unaware of your charater's nature as a hardened-soldier, or, if your character is a non-combat member of the Dreadnaughts, on everyone. However, your character cannot attempt to seduce someone with SEX APPEAL, or have BATTLE SCARRED, as they will somehow find the "Puss N' Boots" act much less convincing afterwards.

FEMME FATALE
Req:
Female, or really feminine looking
Con: 4, Cha: 2, and Int: 4
OR
Con: 2, Cha: 4, and Int: 4

Imagine a Bond girl, but smarter than James Bond, MI6, and the evil villain put together. That's you, baby doll. You'll kiss, sleep, and backstab your way through the enemy ranks with nary a second thought. You're a cold-blooded fox and you know it. You gain -2 to Persuasion and Lying checks on members of the opposite sex, as well as the option to seduce various persons at various times. However, this kind of behavior does take its toll on you. You...you sometimes feel like you're losing yourself. You're not sure why, and the fact that it happens to every deep cover agent means nothing to you. When you're not out in the field, doing what you (reluctantly) do best, you find yourself suffering +1 to Morale and Willpower checks.

YEA, AND YE SHALL KNOW MY NAME IS TANIS, WHEN I LAY MY VENGEANCE UPON THEE

Hair-trigger tempers are sometimes beneficial, but, uh, not always. I'll leave what Tanis' exact triggers are up to you-but there's an anger in her that runs deep. She's got the skills to be a successful deep cover agent, provided she doesn't let her rage get the best of her....

____________________________________
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The Real Shade
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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Thu May 22, 2014 1:05 am

@The Real Shade wrote:
I love you guys.

Also, Baron's sheet.

I'm aware that, at first glance, the system may seem somewhat unbalanced. However, I'd say that a lot of the skills (Survival, Mechanics, Medicine, Explosives, etc) are very specialized, whereas some of the skills (Marksmanship, Combat skills, Tactics) are far more general.

Me Again wrote:
BARON
STR: 2
DEX: 1
CON: 2
CHA: 6
INT: 6
WIS: 4

Combat Skills
Melee Combat (Str+Con) (FB) 3 (GB) 3 You'd rather bring a gun to a knifefight, anyways.
Unarmed Combat (Dex+Con)  (FB) 2 (GB) 3 Avoid fisticuffs, my friend.
Marksmanship (Dex+Wis) 4 Nothing to cry home about, but that revolver makes up for inaccuracy with style.
Explosives (Dex+Int) 3. You don't remember covering explosives in your psych courses. Well, not legally.
Tactics (Int) 8. "Pillage first, then burn"


Interpersonal Skills
Persuasion (Cha+Int) 9. It's like in the Star Wars movies where they just wave their hand and sh*t happens.
Intimidation (Str+Cha) 7. Not terrifying in the "I'll break your kneecaps" sense, but certainly capable of some wicked psychological torture.
Lying (Int+Cha) 9. You know those movies like
Spoilers:
 
where you have no damned clue if anything was even real? Conversations with Baron are like that.
Regulation (Cha+Wis) 7. "Sit down on the couch and tell me about your mother."
Leadership (Cha+Wis) 10. You're the lemming that sits back and tells the others to jump.

Non-Combat Skills
Medicine (Int+Wis) 7. Preferably with psychiatric medicine, but nonetheless competent.
Sneaking (Dex+Con) 4. It is much harder to talk your gimp leg into being quiet than it is talking the sentry into looking the other way.
Camouflage (Dex+Con) 1. Crawling through the mud is equally complicated by your leg.
Survival (Int+Wis) 6. Your cunning goes a long way into making Mother Nature your b*tch.
Mechanics (Dex+Int) 4. Eh. Machines are lame, anyways.

Fluid Skills
Willpower (Wis) 10
Fatigue (Con+Str) 10
Morale (Wis) 10
Health (Con) 10
Stamina (Con) 10

SMOOTH TALKER
Req:
Cha: 3

There's always that one kind in class who can manage to grin and explain away the firecrackers in their teacher's desk so charmingly they get off scot-free. Okay, maybe not, but you get my point. That's your character-devilishly charming. You win over people quite easily, and tend to be the life of the party. Owing to your magnetic personality, you have a -1 modifer to Persuasion and Lying checks.

SILVER-TONGUED DEVIL
Req:
Cha: 4
Wis: 2

There's always that one kind in class who can manage to grin and explain away the firecrackers in their teacher's desk so charmingly they get off scot-free. Then, there's the person that talked them into doing it. Your borderline-alarming level of persuasive rhetoric makes you a natural leader in the sense that people tend to go along with whatever you throw out there, and you'll have a -1 modifier to Leadership as a result. ....no, yeah, you are right. It really should be -2. That's more fair.

THE SNAKE
Req:
Cha: 5

It was the snake that hissed sweet nothings into Eve's ear and made her take the apple. Also, he almost got Jesus to jump off a cliff. Whether your intentions are malevolent or benevolent, your character is a natural leader. Were they not in the ranks of the Dreadnaughts, they could very easily find themselves scampering up the corporate ladder of an influential business, masterfully starting and cultivating the Church of Scient a church that we really don't need to name, or campaigning for social justice. You gain a -1 to Lying, Regulation, Persuasion, and Leadership checks, reflecting your captivating charm and instinctual grasp of advanced rhetoric.

WUNDERKIND WANNABE
Req:
Int: 3

Were Rubik still alive to witness how easily you can solve his silly little cube, he'd likely be sobbing. Your character's sharp. As a result, they gain a -1 to Survival and Medicine checks, reflecting their general intelligence of nuanced fields like not dying and stabbing people with needles.

CAESAR
Req:
Int: 4

One of history's most famous generals, who has had a bunch of fancy titles named after him, is generally thought to be sorta on the sharp side. I mean, I could list a ton of other smart military people: there was my boy Hannibal, Genghis Khan, Erwin Rommel, Patton, that little show-off Suvorov...eh, that's about it. But, hey, your character could list even more. Your character's well-read, Risk-playing nature suits them well on the battlefield, with a -2 to Tactics checks. Straight up!

THE RAVEN
Req:
Int: 5

Nevermore, quoth your character. Masterfully smart, an expert of multiple disciplines, and perhaps-perhaps-they're even capable of not being an asshole despite all that-your character's undoubtedly capable of taking on Rain Man in a game of chess. Your remarkable intellect and ability to know big words lets them take -1 to Tactics, Medicine, Survival, Mechanics, Explosives, and Lying checks.

OLD SOUL
Req:
Wis: 3

"That's, just, like, your opinion, man" -Jeffery "The Dude" Lebowski
"F*ck it, nothing matters anyways, bro" -Friedrich Nietszche

Just, relax. This too will pass and sh*t. -1 to Regulation checks, okay? Deep breaths.

SAGACITY
Req:
Wis: 4

They say you can tell a man's knowledge by his answers, but his intelligence by the questions you ask. I say that you can tell a man's wisdom by the -2 modifiers to Leadership and Willpower, but maybe that's just me. What do I know.

BATTLE SCARRED, I
Req:
Has a scar somewhere on their body.

Whenever the Dreadnaughts get a few drinks in them, and Belroth's clothes start coming off, there's always a boisterous discussion of who has the coolest/most painfully obtained scars. These scars, not visible at a fist glance, are nonetheless a reminder of what your character's endured. Regardless of how you got it, your character has a -1 to Survival checks as a result of having endured great pain before, and emerged with the knowledge they can handle that sh*t again. Oh, but they do have one teensy drawback. If your character is impersonating another character, this could be a giveaway. Avoid being naked on deep cover missions, unless your target has the Sex Appeal perk.

BATTLE SCARRED, II
Req:
Has a scar somewhere on their person that is readily visible.

Oh, damn. Makes a good conversation starter, but that nasty mark also merits a bit of unwanted attention. Just like Harry Potter, and just unlike Kate Upton, you're used to people staring at your face. You have -1 to Willpower checks, as a result of putting up with all that gawking for your life, but also have to endure an instant failure on impersonations, barring certain circumstances ("Listen up, your mission is to infiltrate the School for the Deaf and Blind...")

NOTE: IF THE LIMP CAN BE CONCEALED, THEN IMPERSONATIONS WILL NOT BE IMMEDIATELY FAILED. Also, impersonations are different from straight up being an imposter.

DOCTOR SCRATCH HOPALONG

Of all the devious characters I've had the pleasure of RP'ing with, it would seem that Baron is one of the most capable of causing mayhem. However, you did give him one crippling-literally-weakness. That leg of his. As a result of his torture in the beautiful America del Sur, he's not going to be running marathons, delivering back-breaking kicks, or winning pogo stick competitions anytime soon. Keep that brace on-and pray that your enemies aren't on the lookout for a man with a limp-you'll have trouble talking your way out of that one.

____________________________________
My Boy Patches wrote:
Listen up homies, this CENSORED is fresh and real, so I suggest to all o' y'all to pick up what I'm puttin' down and check this CENSORED out. For real. YOLO, you won't regret it.
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Lieo
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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Thu May 22, 2014 2:05 am

@JazzTap wrote:


Firstly, nice going, Jazz. Looks great as always.

Secondly, DB, have you noticed that my characters seem to stand above yours? It's like a running joke. Except this time, you might be able to beat Barry in an actual fight. Assuming, of course, he doesn't persuade you into shooting yourself.

____________________________________
I can make things real fucking homo real fucking quick.
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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Thu May 22, 2014 2:32 am

Thanks all. Glad the art is pleasing. I've trimmed Ivan's hair, which does make him more recognizable from last time 'round.

Can't say I was expecting a dog. Statblock seems to work out well. Jirina's gonna like him, especially if he likes her. Tanis... won't. (Nobody is surprised.)

It hardly counts as butchering a quote if the meaning was neither inverted nor lost entirely.
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Lieo
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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Thu May 22, 2014 2:40 am

Maybe Barry and Tanis will be partners in crime, eh?

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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Thu May 22, 2014 2:55 am

Sure, until he tries to pull one over on her. Or vice versa. (It could be that this happens frequently, but then suddenly it's okay. Usually.)

I fully expected their relationship to be antagonistic, but it'll be lots more fun if they start on good terms.
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The Real Shade
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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Thu May 22, 2014 3:15 am

@Dragonbud wrote:
Name: Molly Vice
Age: 23
Sex: Lady

Appearance: Molly weighs in at 135 pounds, most of which is lean muscle, and is considered on the short end for women, at 5'2. She has a bust-to-waist ratio she can't complain about, one that compliments her height and weight well. Her complexion could be described as rather light, and extremely freckled. She has freckles all along her cheekbones, nose, shoulders, back, arms, legs, everywhere. Her hair is rather short, just barely long enough to be pulled into a tiny pony-tail when she is working, and a light auburn color. Molly's forehead is entirely covered by thick bangs, for whatever reason she doesn't like people seeing her forehead. She has a scar through her left eyebrow, so the hair won't grow there. Her hair normally appears straight and tousled, but under stress it will start to curl (most likely from her anxiously twisting it). Her eyes are dark green, not uncommon of those with red hair. The rest of her facial features, her lips, nose and ears, appear rather thin.

Attire: Molly's uniform is extremely basic, being what you would imagine a mechanic would wear. Thick, navy blue, overalls with reenforced knees and even extra pockets to lose things in. Underneath the overalls she wears any sort of shirt she can get her hands on, always rolling the sleeve up past her elbows. Pushed up onto her forehead are a pair of magnifying goggles, however outside the workplace she wears contact lenses instead. Around her waist she sometimes wears a tool belt, with various tools and supplies hanging from it. While at work she always wears steel toe boots, recalling the last time she dropped something heavy on her foot and broke most of her toes. During work she refrains from wearing anything nice, as it will get dirty, or any jewelry. Outside of work she will wear whatever is loose and comfortable, normally Capri pants and tee-shirts with some sort of pattern or graphic design. And a jacket. Its always the same, brown, cloth jacket.

Personality: Molly is one of those people with a complete "can do" attitude. She tries her hardest in everything she does, as a way to redeem herself or some sad back story sh*t like that, and tries her hardest to keep her teammates positive too. This positivity can come off as clingy annoyance to people who don't like constant interaction. She can also come off as childish or innocent, but she is far from this. Molly has a rather complex past, one she doesn't often share with others, that shapes her into a rather complex person. She could be considered spiritual, but not necessary religious. She tries not to bring up religion in the work place. Molly has a few, crippling, fears. This includes doctors and almost anything that has to do with medicine, as well as being in extremely stressful situations. Under stress Molly will either, yell and angry get though it or lock up and be unable to continue. Despite this Molly is an extremely hard worker and loves her work. So much so that she would rather sleep in her mechanic garage then her room. She often has trouble sleeping if she is not surrounded by her work, and no one likes a sleep deprived mechanic on her third cup of coffee.

Nationality: Of Irish descent, lives in the Canada land.

Hobbies: Molly has several hobbies, most of which require moving around. Things like building model rockets and boats to disassembling and reassembling anything with mechanics. She loves to test herself to see how quickly she can take apart an engine and put it back together. She does have several hobbies not related to her job, these are a lot more low key. She likes going on bike rides and hikes to find a quiet spot to read or reflect even doing things as relaxing as tending a garden, but she never does these things while on active duty. She finds herself too stretched to have the patience to read.

Talents: An extensive knowledge of all sorts of machinery could be considered a talent. Molly also prides herself in having an extremely steady hand. When she was in college she would challenge herself to see how many quarters she could stack on the back of her hand. She also has extremely good balance. She can stack almost anything on her head and keep it up there. She was also forced to learn to play the piano as a child, and still can remember how to play. She doesn’t own a piano anymore but she will sometimes tap on her desk with her fingertips.

Weapons of Choice: Despite working for one of the most elite, and arguably, dangerous military branches, Molly does not like to carry a weapon on her. She isn't a huge fan of shooting guns, and would much rather carry a knife or blunt weapon with her. If she is going into a situation in which she knows she will need a gun, she will take whatever is necessary to get the job done. (Yeah I suck at guns, just give me whatever)

Role: Mechanic, in anything from planes and cars to televisions. However she specializes in army vehicles. She also, if needed, can drive military vehicles or planes. Molly has even had the chance to drive a tank once or twice. She often gets stuck having to pilot the helicopter.

Bio: Molly's life started with a shaky start. She often tries to avoid talking about her childhood up until she graduated high school. She never mentions her parents, her childhood home, any sort of siblings or anything. Once she mentioned having a Guinea Pig as a child, once, when she was extremely sleep deprived. In college she really took wing. As a child she enjoyed tinkering around, it was really the only thing that she liked. And as she grew up she learned that an actual career could be made out of tinkering around. She knew college would be a struggle to get into, as she had no money or work to pay her tuition. That was, until she heard about getting a huge discount on her payment if she was to join the army. Molly wasn't sure how, but she ended up being spotted by the Dreadnaughts and welcomed to join their branch. Molly figured, why not? She wanted more excitement in her life, a good paying job, a garage for her own and maybe some friends. And the best part was she would be far from home.

Other: Molly has been tempted to get another guinea pig ever since joining the Dreadnaughts and wonders if she can get away with keeping one in the garage with her.

Attributes:
19 points to divvy up however you like here
Strength: 4 (Rather strong, from lifting machine parts, she might beat you in an arm wrestling match)
Dexterity: 5 (She takes pride in her steady hand)
Constitution: 2 (While she might be a bit strong, her stamina is lacking. She also is an illness magnet)
Charisma: 3 (Completely average, might have her highs and lows with communication)  
Intelligence: 4 (She is smart, at least book smart. She has extensive knowledge on a wide array of mechanics and subjects portraying to mechanics)
Wisdom: 2 (She has a lot of trouble picking out peoples correct motives and emotions, and is easily persuaded)

Combat Skills
Melee Combat (Str+Con) (FB) 4 (GB) 6. Packs a punch, and feisty. Could prove useful in bar fights.
Unarmed Combat (Dex+Con) (FB) 4 (GB) 6. But really, why fight with your fists when you could run their ass over?
Marksmanship (Dex+Wis) 6. Whilst dexterous, unfamiliar with firearms. She has potential, but has not refined her skill. (In other words, work on target practice throughout the RP and this value will go up)
Explosives (Dex+Int) 5. Not super familiar with explosives, but given her skill with disassembling everything else, she would be better inclined than most to play Minesweeper with an IED.
Tactics (Int+Per) 4. Not much for infantry tactics, but I imagine familiar with vehicular strategies. (drive fast, shoot a lot)


Interpersonal Skills
Persuasion (Cha+Int) 6. Don't want to be sexist, but being a pretty twenty-something does not hurt.
Intimidation (Str+Cha) 3. Perhaps you should stay in the tank for intimidation measures.
Lying (Int+Cha) 5. Smart, likeable, but no master liar.
Regulation (Cha+Wis) 4. You'd rather fix a dinged-up chopper than somebody's broken heart. Although, a lot of lubricant usually does the trick for both.
Leadership (Cha+Wis) 3. Sadly, Molly is not quite at Patton's level of ordering tanks into battle.

Non-Combat Skills
Medicine (Int+Wis) 4. Smart, but not really geared towards medicine (pun intended)
Sneaking (Dex+Con) 5. Not great at sneaking about but not totally inept, either.
Camouflage (Dex+Con) 4. Usually you're camouflaged pretty well by all the grease and sweat, to be fair.
Survival (Int+Wis) 5. Once again-neither great nor terrible.
Mechanics (Dex+Int) 10. What'd you expect here?

Fluid Skills
Willpower (Wis) 10
Fatigue (Con+Str) 10
Morale (Wis) 10
Health (Con) 10
Stamina (Con) 10

BUFF
Req:
Str: 3

Your character has some semblance of physical power, whether it's from doing a lot of curls or competing in the semi-legal underground fight club the Dreadnaughts run in their free time. Regardless of the source of their physiological capabilities, enjoy a -1 to Melee Combat checks (that utilize heavy weapons or force) and Unarmed Combat checks (that utilize raw force). Stay buff, brah.

FLOATS LIKE A BUTTERFLY....
Req:
Dex: 3

Your character's quick. Sharp reflexes and good hand-eye coordination. Your character's naturally on the observant side, picking up on their surroundings and always walking away from that arcade game with the moveable claw with the teddy bear. You prefer, however, to utilize this innate quickness by means of Marksmanship, where you'll enjoy a -1 to all your checks.

...STINGS LIKE A .44
Req:
Dex: 4

Holy hell, your character's quick. From the blur of their hand to their holster to the strange, bloodied hole that just appeared in their target's face, your character's a natural gunslinger. Or, perhaps, not-maybe their agility and ability to make split-second decisions manifests itself in piloting airplanes, or pressing A and B in the exact right combo to make the Poke Ball catch without fail. Regardless, you're good, kiddo. You'll gain a bonus to situations where a hair-trigger reaction is necessary.

THE FOX
Req:
Dex: 5

Quick, cunning, and deadly accurate-there's a reason that, despite those silly wankers' best efforts, foxes have survived a few hundred centuries of being hunted. Your character prefers speed to strength, precision to overwhelming force, and normally winds up gunning down their foes before their enemies can flip off the safety. You'll enjoy another -2 to Marksmanship checks, as well as a -1 to any grace-based or technique-based Melee Combat and Unarmed Combat checks.

SMOOTH TALKER
Req:
Cha: 3

There's always that one kind in class who can manage to grin and explain away the firecrackers in their teacher's desk so charmingly they get off scot-free. Okay, maybe not, but you get my point. That's your character-devilishly charming. You win over people quite easily, and tend to be the life of the party. Owing to your magnetic personality, you have a -1 modifer to Persuasion and Lying checks.


WUNDERKIND WANNABE
Req:
Int: 3

Were Rubik still alive to witness how easily you can solve his silly little cube, he'd likely be sobbing. Your character's sharp. As a result, they gain a -1 to Survival and Medicine checks, reflecting their general intelligence of nuanced fields like not dying and stabbing people with needles.

CAESAR
Req:
Int: 4

One of history's most famous generals, who has had a bunch of fancy titles named after him, is generally thought to be sorta on the sharp side. I mean, I could list a ton of other smart military people: there was my boy Hannibal, Genghis Khan, Erwin Rommel, Patton, that little show-off Suvorov...eh, that's about it. But, hey, your character could list even more. Your character's well-read, Risk-playing nature suits them well on the battlefield, with a -2 to Tactics checks. Straight up!

BATTLE SCARRED, I
Req:
Has a scar somewhere on their body.

Whenever the Dreadnaughts get a few drinks in them, and Belroth's clothes start coming off, there's always a boisterous discussion of who has the coolest/most painfully obtained scars. These scars, not visible at a fist glance, are nonetheless a reminder of what your character's endured. Regardless of how you got it, your character has a -1 to Survival checks as a result of having endured great pain before, and emerged with the knowledge they can handle that sh*t again. Oh, but they do have one teensy drawback. If your character is impersonating another character, this could be a giveaway. Avoid being naked on deep cover missions, unless your target has the Sex Appeal perk.

BATTLE SCARRED, II
Req:
Has a scar somewhere on their person that is readily visible.
BATTLE SCARRED,I

Oh, damn. Makes a good conversation starter, but that nasty mark also merits a bit of unwanted attention. Just like Harry Potter, and just unlike Kate Upton, you're used to people staring at your face. You have -1 to Willpower checks, as a result of putting up with all that gawking for your life, but also have to endure an instant failure on impersonations, barring certain circumstances ("Listen up, your mission is to infiltrate the School for the Deaf and Blind...")

JURY RIGGED

Listen, a lot of ladies out there, they spend their free time playing with Barbies and gossiping and stuff. I would know. I'm an expert on ladyfolk. But Molly? Molly knows what's really important. Transmissions. Stuff that can go really fast. How much diesel fuel you need to fully immolate a man. Sure, Molly's not super in touch with her feminine side, but she's a whiz with anything that runs on gasoline, and an expert on quite a number of vehicles.



____________________________________
My Boy Patches wrote:
Listen up homies, this CENSORED is fresh and real, so I suggest to all o' y'all to pick up what I'm puttin' down and check this CENSORED out. For real. YOLO, you won't regret it.
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The Real Shade
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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Thu May 22, 2014 3:17 am

@The Real Shade wrote:
Maxx's first sheet.

Quote :
IVAN
STR: 2
CON:4
DEX: 3
CHA: 1
INT: 6
WIS: 3

Combat Skills
Melee Combat (Str+Con) (FB) 6 (GB) 7
Unarmed Combat (Dex+Con) (FB) 6 (GB) 8
Marksmanship (Dex+Wis) 6. Better with priming explosives than taking potshots.
Explosives (Dex+Int) 9. A trained expert with both blowing things up and making things not blow up.
Tactics (Int+Per) 7. A genius level intellect and a smattering of experience makes for a decent tactician.


Interpersonal Skills
Persuasion (Cha+Int) 1. Unless you're persuading someone to run far, far away from you...
Intimidation (Str+Cha) 7. "Do ya wanna know how I got these scars..."
Lying (Int+Cha) 5. Smart enough to pull off a lie, but certainly not charming enough to make someone want to believe it.
Regulation (Cha+Wis) 2. There's a reason Krueger went into dream-murder and not counseling.
Leadership (Cha+Wis) 3. Given the rather visible reminders of how close you came to dying, no one really wants you leading them into the thick of battle.

Non-Combat Skills
Medicine (Int+Wis) 6. You're certainly familiar with painkillers and bandages. A good knowledge of chemistry goes a long ways.
Sneaking (Dex+Con) 6. Somewhat hampered by your hearing damage.
Camouflage (Dex+Con) 5. Notice how easily you blend in with hamburger meat.
Survival (Int+Wis) 7. Something something grew up in Siberia with no food something something
Mechanics (Dex+Int) 6. Ties in with EOD. Working drones and defusal robots is nothing for Ivan, and learning to tinker with them secondhand.

Fluid Skills
Willpower (Wis) 10
Fatigue (Con+Str) 10
Morale (Wis) 10
Health (Con) 10
Stamina (Con) 10

FLOATS LIKE A BUTTERFLY....
Req:
Dex: 3

Your character's quick. Sharp reflexes and good hand-eye coordination. Your character's naturally on the observant side, picking up on their surroundings and always walking away from that arcade game with the moveable claw with the teddy bear. You prefer, however, to utilize this innate quickness by means of Marksmanship, where you'll enjoy a -1 to all your checks.

...STINGS LIKE A .44
Req:
Dex: 4

Holy hell, your character's quick. From the blur of their hand to their holster to the strange, bloodied hole that just appeared in their target's face, your character's a natural gunslinger. Or, perhaps, not-maybe their agility and ability to make split-second decisions manifests itself in piloting airplanes, or pressing A and B in the exact right combo to make the Poke Ball catch without fail. Regardless, you're good, kiddo. You'll gain a bonus to situations where a hair-trigger reaction is necessary.

HEALTH GURU
Req:
Con: 3

You know that asshole that's always going around telling people how many calories are in what they're eating? Your character's not like that. He/she does, however, have a good eye for their physical well-being, and maintains a solid amount of cardiovascular health. As a result of choosing to bring your lunch to work, Medicine checks on your character are -2 easier, because it's a lot easier to save somebody's life when they're not already dying of half a dozen other causes.

WUNDERKIND WANNABE
Req:
Int: 3

Were Rubik still alive to witness how easily you can solve his silly little cube, he'd likely be sobbing. Your character's sharp. As a result, they gain a -1 to Survival and Medicine checks, reflecting their general intelligence of nuanced fields like not dying and stabbing people with needles.

CAESAR
Req:
Int: 4

One of history's most famous generals, who has had a bunch of fancy titles named after him, is generally thought to be sorta on the sharp side. I mean, I could list a ton of other smart military people: there was my boy Hannibal, Genghis Khan, Erwin Rommel, Patton, that little show-off Suvorov...eh, that's about it. But, hey, your character could list even more. Your character's well-read, Risk-playing nature suits them well on the battlefield, with a -2 to Tactics checks. Straight up!

THE RAVEN
Req:
Int: 5

Nevermore, quoth your character. Masterfully smart, an expert of multiple disciplines, and perhaps-perhaps-they're even capable of not being an asshole despite all that-your character's undoubtedly capable of taking on Rain Man in a game of chess. Your remarkable intellect and ability to know big words lets them take -1 to Tactics, Medicine, Survival, Mechanics, Explosives, and Lying checks.

OLD SOUL
Req:
Wis: 3

"That's, just, like, your opinion, man" -Jeffery "The Dude" Lebowski
"F*ck it, nothing matters anyways, bro" -Friedrich Nietszche

Just, relax. This too will pass and sh*t. -1 to Regulation checks, okay? Deep breaths.

BATTLE SCARRED, I
Req:
Has a scar somewhere on their body.

Whenever the Dreadnaughts get a few drinks in them, and Belroth's clothes start coming off, there's always a boisterous discussion of who has the coolest/most painfully obtained scars. These scars, not visible at a fist glance, are nonetheless a reminder of what your character's endured. Regardless of how you got it, your character has a -1 to Survival checks as a result of having endured great pain before, and emerged with the knowledge they can handle that sh*t again. Oh, but they do have one teensy drawback. If your character is impersonating another character, this could be a giveaway. Avoid being naked on deep cover missions, unless your target has the Sex Appeal perk.

BATTLE SCARRED, II
Req:
Has a scar somewhere on their person that is readily visible.

Oh, damn. Makes a good conversation starter, but that nasty mark also merits a bit of unwanted attention. Just like Harry Potter, and just unlike Kate Upton, you're used to people staring at your face. You have -1 to Willpower checks, as a result of putting up with all that gawking for your life, but also have to endure an instant failure on impersonations, barring certain circumstances ("Listen up, your mission is to infiltrate the School for the Deaf and Blind...")

BATTLE SCARRED, III
Req:
Has a f*ckton of scars
BATTLE SCARRED, I
BATTLE SCARRED, II

It's like you ran your character through a blender, and then blew up the blender. Your character is closer to Freddy Krueger than a normal human being, and unfortunately, are disqualified from SEX APPEAL because, well, I need a drawback. Hope nobody looks like Freddy Kruger and is offended by this. However, you do have a lovely -2 to Intimidation checks, because after all the pain you've been through, nobody wants to be the target of your built-up hatred of the world.

I CAN QUIT ANYTIME I WANT
Req:
Has a dependency

...what? No, I don't know why all those guns are missing from the armory. Scratching myself? Th-that's an itch. No, I don't know where all your money went. Oh, we weren't supposed to sell those hostages into the slave trade? My bad. Unclear on the orders. Hey, who got rid of the TV in the lounge? And tore out the copper wiring in the A/C unit? Wait, what the f*ck? We have physical exams this week? Th-those don't include drug tests, do they? Ohhhhh sh*t. Your character, as a result of turning to the good stuff to avoid their problems, has a -1 to Lying checks and Medicine checks, but unfortunately suffers +2 to Health, Morale, Stamina, Willpower, and Fatigue checks when deprived of their substance of choice. Don't go cold turkey. Oh, and your character gains -3 to Morale checks whenever they've got their fix. Rehab is for p*ssies.

MOTHER RUSSIA, FATHER VODKA

Ivan has seen some sh*t. As a gruff, hardened soldier, he's got quite a bit of experience and will not be as rattled by the ravages of war as some of the young'uns will be...but...time is beginning to take it's toll. Were he out of the Dreadnaughts, he could very be well facing a mid-life crisis. Avoid thinking too much about the fact you're closer to dying than you are being born, Ivan, and focus on the fight around you.

____________________________________
My Boy Patches wrote:
Listen up homies, this CENSORED is fresh and real, so I suggest to all o' y'all to pick up what I'm puttin' down and check this CENSORED out. For real. YOLO, you won't regret it.
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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Thu May 22, 2014 3:29 am

Sarge

STR: 6
DEX: 4
CON: 5
CHA: 1
INT: 2
WIS: 1

Combat Skills
Melee Combat (Str+Con) 0. Sarge doesn't have thumbs.
Unarmed Combat (Dex+Con) 10. Sarge does have fangs.
Marksmanship (Dex+Wis) 0. Sarge doesn't have thumbs.
Explosives (Dex+Int) 5. Sarge does not have thumbs to defuse bombs, but has been trained to sniff them out and be generally aware of their presence. Also, he can pick up on weed if you need to find some.
Tactics (Int+Per) 1. Generally it boils down to "chase and then pounce"


Interpersonal Skills
Persuasion (Cha+Int) 1. Sarge isn't very skilled at manipulating others, albeit he can get a f*ckton of bellyrubs.
Intimidation (Str+Cha) 10. There's something primal about a living thing hell-bent on killing you and unable to be reasoned away that's more terrifying than any gun or blade.
Lying (Int+Cha) 1. You know how whenever you yell at your dog after they do something bad they kinda curl up and look away?
Regulation (Cha+Wis) 7. There's a reason dogs are used to help keep PTSD-afflicted soldiers from killing themselves. Sometimes ya just need somebody to cuddle. Christ I'm so alone
Leadership (Cha+Wis) 1. He's not allowed in the War Room after what happened last time.

Non-Combat Skills
Medicine (Int+Wis) 1. Licking it actually makes things worse.
Sneaking (Dex+Con) 7. Capable of being quiet, albeit being unable to traverse ladders and such limits some of his infiltration potential.
Camouflage (Dex+Con) 5. Not super great at blending in, but dogs are natural hunters.
Survival (Int+Wis) 10. ...what do you mean, survival?
Mechanics (Dex+Int)

Fluid Skills
Willpower (Wis) 10
Fatigue (Con+Str) 10
Morale (Wis) 10
Health (Con) 10
Stamina (Con) 10

BUFF
Req:
Str: 3

Your character has some semblance of physical power, whether it's from doing a lot of curls or competing in the semi-legal underground fight club the Dreadnaughts run in their free time. Regardless of the source of their physiological capabilities, enjoy a -1 to Melee Combat checks (that utilize heavy weapons or force) and Unarmed Combat checks (that utilize raw force). Stay buff, brah.

BIG HOSS
Req:
Str: 4, Con: 3
OR
Con: 4, Str: 3

Your character's in good physical shape, and are a visible gym-goer and push-uper-er. The results of their bodybuilding allow for -1 to Stamina and Fatigue Checks-because your character does, in fact, lift.


THE BEAR
(Runner-up Title: "Tickets To The Gun show")
Req:
Str: 5

Your character's fortitude and brawn are matched only by the grizzly bear, famed in legend and myth for its absolute power and close friendship with Christopher Robin. Your character can't sympathize with Atlas, because you once bench-pressed the Earth and it wasn't that hard. Enjoy another -2 to raw-force based Melee Combat and Unarmed Combat checks, as well as a -1 modifier to Intimidation checks. Also, Imma throw in a special modifier for any situations that require an application of your total strength.

FLOATS LIKE A BUTTERFLY....
Req:
Dex: 3

Your character's quick. Sharp reflexes and good hand-eye coordination. Your character's naturally on the observant side, picking up on their surroundings and always walking away from that arcade game with the moveable claw with the teddy bear. You prefer, however, to utilize this innate quickness by means of Marksmanship, where you'll enjoy a -1 to all your checks.

...STINGS LIKE A .44
Req:
Dex: 4

Holy hell, your character's quick. From the blur of their hand to their holster to the strange, bloodied hole that just appeared in their target's face, your character's a natural gunslinger. Or, perhaps, not-maybe their agility and ability to make split-second decisions manifests itself in piloting airplanes, or pressing A and B in the exact right combo to make the Poke Ball catch without fail. Regardless, you're good, kiddo. You'll gain a bonus to situations where a hair-trigger reaction is necessary.

HEALTH GURU
Req:
Con: 3

You know that asshole that's always going around telling people how many calories are in what they're eating? Your character's not like that. He/she does, however, have a good eye for their physical well-being, and maintains a solid amount of cardiovascular health. As a result of choosing to bring your lunch to work, Medicine checks on your character are -2 easier, because it's a lot easier to save somebody's life when they're not already dying of half a dozen other causes.

THE BULL
Req:
Con: 5

Enduring and steadfast, the bull is a classic symbol of endurance, vitality, and delicious beef. Luckily, your character won't be grilled to sizzling perfection anytime soon-but you will find that your superior physical condition is more resistant to poisons and -2 resistant to Health and Fatigue checks. Don't bother with the bulletproof vest, I'm not entirely sure it's possible to kill your character.


...Innocent?
Req for Males:
Con: 2 or lower
Str: 2 or lower
Cha: 3 or higher

Req: for Females:
Con: 3 or lower
Str: 3 or lower
Cha: 2 or higher

Must not have any of the BATTLE SCARRED perks, or the I CAN QUIT ANYTIME I WANT perk. The benefits from this perk cannot be utilized on the same person as the perks from SEX APPEAL

OR

Is a dog

Alas, poor Yorick, he was but a weakling, unfit for war. The Dreadnaughts don't hire those who don't have the physical and mentality tenacity war requires-but other people don't know that. Your character, whether it's breaking into tears on cue or being the team mom, the youngest member, etc, is just so precious. Too good for the carnage of war. Your character gains a -1 to Lying checks on people who are unaware of your charater's nature as a hardened-soldier, or, if your character is a non-combat member of the Dreadnaughts, on everyone. However, your character cannot attempt to seduce someone with SEX APPEAL, or have BATTLE SCARRED, as they will somehow find the "Puss N' Boots" act much less convincing afterwards.

CRY HAVOC AND LET SLIP SARGE

Honestly, there's not much to say here. He's a dog. He's gonna be really kick ass at dog stuff, like smelling people and chasing things. However, he's gonna be really bad at people stuff, like playing chess or living to the end of a movie with Will Smith. Given his disciplined training, Sarge is equipped to resist his instincts, but be careful-he's still a beast, and his greatest strengths and weaknesses are inherent to th-OH SH*T FRISBEES

____________________________________
My Boy Patches wrote:
Listen up homies, this CENSORED is fresh and real, so I suggest to all o' y'all to pick up what I'm puttin' down and check this CENSORED out. For real. YOLO, you won't regret it.
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The Real Shade
Jehovah's Thickness
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Posts : 582
Join date : 2012-12-02

PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Thu May 22, 2014 3:30 am

Honestly would've loved if he had a Wisdom of 12 or something ridiculous.

I'm also torn because I want to do terrible things to all your characters and kill them all of in such horrible ways but he's a puppy, and I like puppies. Hm.

____________________________________
My Boy Patches wrote:
Listen up homies, this CENSORED is fresh and real, so I suggest to all o' y'all to pick up what I'm puttin' down and check this CENSORED out. For real. YOLO, you won't regret it.
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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   

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The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)
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