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

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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)   Sun May 18, 2014 10:29 pm

Actually, Maxx, that's not entirely correct. It's not an issue of inaccuracy so much as it is intentionally "missing"/suppressive fire. The American soldiers are plenty accurate, it's merely an issue of using the fully automatic fire on assault rifles/machine guns to keep your enemy's heads down so you can move up/flank them, etc. I also don't think they're ordered, per se, but it's damned near impossible to hit anything on fully automatic and uses up your ammo in a couple of seconds (4-5 seconds for an M4) so there's not much point unless you're just trying to make noise and keep your enemy occupied.

Also, guys and gals, I've done some thinking and I don't think Perception makes sense. I'm going to merge it into Dexterity (in terms of observation) and Wisdom (In terms of emotional awareness), as it seems to be throwing off everyone's stats. So, back down to six stats, that gives you 21 points to allocate however you see fit. Also, I added a Bio section to the template. I'm still working out the balance of this stat system, so be prepared for more changes-sorry, I know the fluctuations are annoying.

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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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JazzTap
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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Mon May 19, 2014 9:05 am

21 points? Are you quite certain?

Jirina Kovac, 36, F
(pronounce the second i like E)

Appearance: Buff. Kinda haughty. (Think she's interested in you, dude? ...no, nope, guess not.)
Attire: Protective gear / men's shirts.

Personality: Egotistical approval-seeker. Respects authority until it proves unjust, which is largely inevitable.
Nationality: Born in the States to Czech emigrants. (Only speaks English.)

Hobbies: Shooting targets, hiking, maintaining equipment.
Talents: Tolerating drudgery. Asking too many questions.

Weapons: Same gun as last time. Can probably bash someone's head in with the stock.
Role: Designated marksman. Team skeptic.

Bio: Got out of high school. Got bounced out of special forces boot camp, having finally stepped out of line. Got a PMC job anyways, and eventually got headhunted by the Dreadnaughts.
Other: Got up close and personal with a stun grenade a few years back. An implant (not pictured) permits her hearing, but her balance has yet to recover.

4 STR, 1 DEX, 4 CON, 2 CHA, 3 INT, 5 WIS
---
Tanis, 28, F

Appearance: Long black hair, sometimes braided. Dark skin. Green eyes - contact lenses?
Attire: Leather jacket over either tank top or bulletproof vest.

Personality: Whip-smart, but with a hairtrigger temper. Manages to mask 'perpetually seething' with 'competent and leaderly'. Surely nobody else is fooled.
Nationality: Indian? Doesn't talk about it.

Hobbies: Stock trading, seduction, self-delusion.
Talents: Making sh*- up. Can keep a motorbike running.

Weapons: Silenced pistol, boot knife, spotting scope.
Role: Spy. Backup spotter.

Bio: A bit of a drifter. Went to college (business major), all nice and proper, and promptly wasted it by running off - in love with her boyfriend, maybe, or just addicted to adrenaline... among other things. Has thus far survived an increasingly high-risk lifestyle by some combination of smarts, luck, and being young.
Other: In it for the money, and not because she intends to spend it on herself.

1 STR, 4 DEX, 2 CON, 5 CHA, 5 INT, 2 WIS
Well, I just hope I can get Marksman tried to something other than DEX again, feats or no.

Also, my second char probably ain't remotely realistic (and too fragile to be infantry), but I do want to see if I can do anything with the 'aspiring femme fatale' angle.

Oh, and hi Shade! Hi all.


Last edited by JazzTap on Tue May 20, 2014 1:21 am; edited 1 time in total (Reason for editing : 21pt -> 19pt builds)
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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)   Mon May 19, 2014 6:52 pm

Jazz! I'm so pumped that you're gonna be in this again, and you'll be resuming your old duties of covering for my ignorance of tabletop mechanics. Yeah, I'm still toying around with the stat system, going to see how people's numbers turn out and then I'll adjust it as necessary, might tone 21 back down to 18 or 19.

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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Mon May 19, 2014 7:48 pm

I wonder if I'm actually done with this. Eh. I'll let y'all know if I end up editing this. Muscle man will come in the future.


Name: Baron "Barry" Moreau
Age: 27
Sex: M
Appearance & Attire: Barry looks rather unorthodox among the mercernary crowd, appearing somewhat of a rugged aristocrat. He is tall and slender, specifically standing at 6'2", and weighs in at 157 lbs. This said, he isn't the strongest fighter, but this is made up for by charm. His skin is fairly pail, which is sharply contrasted by his black hair, which is neatly swept backwards with a comb, and then kept in place by just a small dab of gel. He appears on missions almost as though he were going out on a date, but forgot the proper attire. His hair comes down at a crow's peak. He has piercing amber eyes, which are accompanied by thick lashes that appear, at just the right angle, somewhat hollow, as if he stared into hell and hell stared back. But even then, they appear just as brilliant, cunning, deceptive, and even deadly. His true expressions always seem somewhat hidden, as though his face were hidden by a million and one masks, each with a different story. Even his walk it seems, where even his strut appears to be well-disguised pacing. This brings along with him an air of mystery.

If he had a choice in his uniform, he'd be dressed nicely, perhaps in a nice suit with a boutonnière. However, glamor and sophistication has no place on a battlefield or among suburbs. Given how South America seems to be a popular trend in missions, the humidity doesn't help much either. So he usually does his job in waist high dress pants that rides up to his naval and are tucked into thick black boots. They are accessorized with button suspenders crossing over each other on his back and then meeting parallel down his front. These suspenders are strapped over a greatly faded light grey t-shirt. The collar has three buttons going down the center, making it able to change from a round neck to a v-neck. He usually leaves them unbuttoned. The subtle fact that there are very faint hints of blood stains on his shirt and lack of any holes might appear disturbing to anyone who just happens to notice it. On missions, that fact is often hidden by the black, bullet-proof, kevlar vest he wears. His wardobe is dynamic, so describing his outfits during casual or formal ventures would do little to express his appearance. Underneath Barry's right arm is a tattoo in Arabic, a memento from a particular mission that required him to infiltrate an organization of radicals. It reads "وعاء الله", "Allah's vessel" or "God's pot". His hands are covered in calluses and his fingers usually look a little cut up, but is generally well taken care of. If someone were to, by chance, see him without his shirt, they'd see his body littered with scars. There is also a strong brace that reinforces his left leg for some reason.

Personality: Barry appears as a cheerful and yet, at the same time, a stern fellow. He wears a smile on his face most of the time, almost naive, but also inquisitive. Many mistake his suspected optimism for cheeriness. His eyes always appear to be trailing somebody, and analyzing something, and very few details escape him. In fact, were it not for his charming demeanor, he might even be marked as the group's creep who watches everybody simultaneously. He assures this as nothing more than simple curiosity and studying human behavior. As such, he is quite adept when it comes to deductive reasoning and breaking down a person's behaviorisms that might tie in to other areas of that person's life as well. In fact, he is quite possibly more aware and knowledgeable of his comrades than they are aware of (but he is also rather fond at looking through personnel files). But there's little doubt that the man is brilliant. It was even said by his comrades: mad, but brilliant. But mad, per se, was of course the perspectives of another individual who was ignorant of Barry's reasoning and his intents.

He is a mixed bag of morality. He is sympathetic to the wounded and the soldiers that do the fighting. And while he would much rather prefer a calm and relaxing time working with his "clients" to get what he needs, he doesn't flinch at the idea of turning an interrogation session on its heels to either scare or torture the information out of a person. Jobs such as that, and jobs such as infiltration, allow him to disconnect himself from others to a degree that is almost disconcerting. However, he remains an egalitarian at heart, which leads him to vote democratic if given the opportunity. He doesn't think about religion and gods a whole lot, but he has forsaken God when he was treated in kind when imprisoned in South America.

Nationality: Canadian, but with a heavy English and Dutch heritage. His father's line was originally French.

Hobbies: Barry has quite a smoking habit. Peculiar in that he doesn't really have a set pattern, just that he has smoking days and other days where he doesn't even think to pick up the pack. When bored, he mostly just watches people move around, do their job, talk to other people or play their games - basically to observe those around him and see what he can discover. He's also always willing to have a conversation with another person, or trade some witty banter back and forth. But when he's tired and just wants some quiet time, try offering him a chess game.

Talents: Despite the oddities that he may be accused of, he isn't as emotionally distant as some people who "know" him may think. He would try to break up a fight between soldiers and other personnel, or at least ease the tension between the two or few. Even though whoever has heard of him among the ranks is well aware of his occupation, not many actually grasp how much Barry is truly a psychological genius. If he so wished it, he could play games with a person's head at a whim. His knowledge of body control allows him to lie nigh perfectly, or even see right through them. Through his years of training, he can work enough of the right charm to work the truth out of a person. Or alternatively, he can work his otherwise charming charisma into more devious matters such as intimidation or interrogation. True, while his physical form isn't too intimidating, he is cunning and intelligent enough to pick just the right words to get under your skin and play off your worst fears. That is his job in the Dreadnaughts - he isn't just some simple hired gun - there are plenty of those -  when it comes to gathering information, he can hand you all you need to know just by spending some time with them alone. Having spent some time inserting himself into different places, he's somewhat of an amateur linguist. He learns enough of a bunch-a different languages, but usually forgets how to speak them afterward when they're no longer relevant.

History: Baron was born into a middle class family in Canada and went to a wonderfully reviewed school. his last name came from his fathers line - he was, in fact, only about 10% French. But that was the family line that gave him a French last name. Since his youth, psychology and the inner workings of the brain fascinated him, and took the electives and courses as they were available to him. It was a bit challenging trying to choose between neuroscience and psychology, but the idea of understanding people appealed to him more. So he pursued the psychological path. At first, he worked in counseling, whether it be with children, adults, or even marriages. That sort of thing. It was nice of course - helping people - it was heartwarming, but also a little depressing. He tried his hand in criminal psychology, which turned out to be pretty good at, and later opened up other pathways which he would try his hand in. He worked as a part-time detective, however still in the psychological field. He mostly helped figure out where the person may go given their circumstances and he was also interrogating during that time through verbal means. He attempted detective-work, which was mostly paperwork, and then private investigating when he learned he liked working by his own rules instead. He had many different jobs throughout the psychological and investigative fields.

Later, the Dreadnaughts found him and Baron found the thrill he was looking for. As it turns out, Baron was the only psychologist they found good enough or honest enough to work with them. Good enough where he even survived long enough to last a couple years, taking part in their hilarious antics (such as the time where he infiltrated a terrorist group holed up in Saudi Arabia, and was payed by the Arabians government itself). He went missing for nearly a year after a mission with them, where was kidnapped by some guerrilla group in South America.

He was interrogated and tortured, where he tried his hardest to hold himself out through the agony. He was a pretty valuable prisoner to them, as he was held in their custody for ten months. Baron told them next to nothing about the Dreadnaughts during that time, but he did feel his willpower giving out and his constitution would quite allow him much more punishment. Fortunately, during the feeding hour, they forgot to secure his manacles. He worked himself out of the cage and before slipping away, he silently killed almost half of their men with a sharp piece of scrap metal, all the while with a cartilage-worn and broken left leg. He was spared the wrath of the jungle and eventually found a civilization of a small town and secured a trip with the locals to the nearest hospital. At the hospital, he rested for a couple of days and got back in contact with the Dreadnaughts. He was back in the game with some physical rehabilitation, and that experience in South America taught him plenty. While he knew the tricks of keeping yourself from being manipulated, never was that knowledge tested as much as it was during that time. The other thing he learned? No mercy on the battlefield. It was starting then, he stopped allowing other members of the Dreadnaughts to visit him while he's interrogating. Things may get messy if his "client" is stubborn enough. It's safe to say that his methods has gotten slightly more unorthodox since his escape.

Weapons of Choice: Caracal CP - a fairly recent brand handgun that was also souvenir from the United Arab Emirates, and an early 1900s French-made Apache revolver, which is his personal, favorite one, although not at efficient as his Caracal. He likes to bust this baby out during his sessions.

Role: Psychologist, psychiatrist, interrogator, et cetera. Official people person.
Other: Barry suspects he knows more about the Dreadnaughts and its VIPs than he lets on. Unusually devoted to his job in the Dreadnaughts.

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

____________________________________
I can make things real fucking homo real fucking quick.


Last edited by Lieo on Mon May 19, 2014 9:41 pm; edited 2 times in total
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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)   Mon May 19, 2014 9:00 pm

Name: Colonel Ivan Petrov
Age: 38
Sex: Male

Appearance: Ivan is a small, gruff-looking man, standing at about 5’9” and weighing 170 lbs. He is well-built and in-shape, with wiry muscles and tanned skin. Ivan certainly will not be winning any beauty pageants anytime soon. Most of his body is covered in an enormous burn scar from a freak accident a few years before he joined the Dreadnaughts. His lower torso, most of his abdomen, a small spot on the right side of his face and his right arm down to halfway down the forearm are covered in these ugly scars. Ivan is missing the pinky finger on his right hand and his middle finger on his left. Ivan’s face is long and rectangular, with a square jaw blanketed in a thick, full beard. This beard is primarily a very dark brown (almost black) though is slowly beginning to be taken over by grey. His hair is long and is worn combed back against his head in a neat, professional way. Ivan’s eyes are a bright green in coloration, and seem to sparkle with intelligence. He has thick eyebrows that make him look rather angry most of the time. His eyebrows are asymmetrical, as the burn scar overlaps part of his right eyebrow. Ivan’s ears are rather large, and lay flat against his head. He is missing a chunk from the lobe of the right ear. His nose is large with a wide bridge and a bump on it that makes it appear as if his nose has been broken multiple times before. Ivan’s teeth are relatively well-cared-for, though several of them are fake. He speaks with a deep Russian accent, and generally talks very loudly (as his hearing isn’t the best).

Attire: Ivan’s uniform depends on the mission. When on a normal mission, Ivan wears a pair of fatigues (the color depends on the environment he’s in) with a matching tactical chest mount. On his feet is a pair of steel-toed combat boots. He wears a maroon beret on his head, a symbol of honor in Russian Internal Military special forces squads. Around his waist is usually a belt with several pouches on it.  He wears a pair of black polarized aviator-style sunglasses. When Ivan is going on a mission that he knows will require the defusing of highly-explosive ordinance (like he’s going intentionally for the EOD aspect), he wears a heavy bomb suit, which cuts down on his mobility but renders him very well-protected against bullets and explosives. When not fighting, Ivan dresses well, usually wearing a pair of plain-colored slacks (usually tan), a polo shirt, and a black peacoat. His trademark piece of clothing is his orange Ray Ban polarized aviator sunglasses (he wears black ones when fighting).

Personality: Ivan is a simple man with a taste for action. He joined the military originally so that he could be in the heart of the battlefield, kicking ass and taking names, as the saying goes. He joined the Dreadnaughts, however, because after his medical discharge, the Russian Military would not give him a job (as he couldn’t pass the hearing test). Ivan generally keeps to himself most of the time, though his loud voice often gives people the impression that he is a loud person (which is untrue). He drinks a lot (though not while on the job), and is known to be very boisterous when he’s drunk. The drinking is what he uses to take care of his...issues. Ivan has PTSD, which he received from his incident (he doesn’t talk about it). While it has yet to affect his work, it often causes Ivan to have trouble sleeping. Even when he daydreams, Ivan can occasionally see flashbacks. Because of this, Ivan tries to keep himself constantly doing something. He has very little idle time, as he figures that if he’s always busy, then he’ll never daydream and therefore will never suffer. he sees a psychologist about it once a week or so, and takes medicine for it most of the time. If Ivan is out of medicine or is regressing for some reason, expect to see him at a bar. He’s rather antisocial and can be cold around new people. It takes a while to get Ivan to open up to someone new.
Despite his debilitating psychological issues and lack of social skills, Ivan is a genius. He has a master’s degree in nuclear chemistry from MIT and a bachelor’s in physics. Basically, Ivan is a brain. He can crunch astronomically large numbers in his head, and can do crazy sh*t with chemicals (he once won five hundred dollars in a bet by making a military-grade explosive out of the supplies found in a Shell gas station).

Nationality: Russian

Hobbies: Drinking, smoking cigars, making bombs out of everyday objects, and most importantly, reading. Ivan constantly reads, and has a large library in his room at the Dreadnaught HQ. He believes that reading is the key to intelligence. He has books in both Russian and English, and will sometimes switch a Russian and English copy of a book in the middle of a chapter to challenge his mind. His favorite author is Tom Clancy. Ivan has tried to write some himself, but he “has never been very good at it”.

Talents: Ivan is super-intelligent, with an IQ of 175 and his various credentials that I listed above. He could give the Rain Man a run for his money in math, and has a fairly good memory. He is adept in hand-to-hand combat (evident by the Maroon beret test he did, in which he had to survive a fight against a SPETSNAZ soldier). He is a good ground warfare tactician as well, though his lack of social skills usually hold him back from being a leader. Ivan once knew how to play violin, but he hasn’t done so in a while, and so has forgotten most of it. He speaks English and Russian fluently. He has picked up a few phrases in Chechen, such as “I’ll cover you!”, “I’m throwing a grenade!”, and (his favorite) “f*ck you, Russia!”.

Weapons of Choice: Once again, depends on the mission. His usual rifle is an AK 104 carbine with a M203 Grenade launcher under-barrel attachment and holographic sight. He always carries a Makarov PM for a sidearm. On his belt is a set of tools in case he comes across a bomb that needs defusing. Ivan usually brings some sort of explosive device with him as well, often linear det. cord breaching charges (as they’re lightweight and get the job done). On occasion, he will also carry plastic explosives, shaped charges, or claymores. As is probably standard with most Dreadnaughts, he also carries a combat knife.

During Act I, for example, Ivan is carrying an AK 104 carbine (with the launcher and sight), the Makarov, two flashbangs, two claymores, and a small reel of detonation cord at his hip (with a few plastic explosive charges on his belt for the det cord).

Role: A hybrid EOD/infantryman. When you see EOD, don’t think “the bomb guy”. Ivan is like a Designated Explosives Specialist. When in combat, he fights with the infantry, but if they either need to blow something up or are confronted by a bomb which needs to be defused, Ivan’s the guy who does it.

Bio: Ivan Petrov was born in Lutsk (now a part of Ukraine)  at the tail end of the 1970s, the second of three brothers. He grew up in a military family with a father who was in Afghanistan, fighting for Mother Russia against the Mujahideen. Ivan’s father was his hero. Every week, Ivan would wait by the door for the postman to arrive and bring him a letter from the battlefront in his father’s neat penmanship. Then One week, a letter didn’t come. Ivan’s father was in a helicopter, flying through the Khyber Pass, and he was shot down. They didn’t recover enough of his body for a funeral, but that didn’t matter, as funerals were illegal in the Soviet Union. Ivan was ten at the time, and he was devastated. Ivan’s older brother left two weeks later to join the military and avenge his father’s death. The family moved to Rostov shortly after, as his mother’s family was there. When Ivan was fifteen, the Soviet Union collapsed, marking an end to the Cold War. When Ivan was seventeen, he joined the army, where he fought in the First Chechen War. His abnormally high intellect (despite the lack of a college education) made him stand out to his superiors, and he rose through the ranks quickly. After the First Chechen War ended, Ivan went to college at the MV Frunze Military Academy in Moscow, where he learned his EOD skills. They were put to the test in September of 1999, as the Second Chechen War began. Dagestani terrorists began to blow up apartments around Western Russia. Ivan was sent after a confirmed second bomb in Moscow, and, with the help of his team, diffused it, saving the building. Ivan was moved to a unit of anti-terrorist special forces in the Russian Internal Military, where he served as an EOD specialist (though he got plenty of combat in). For five years he chased terrorists around Russia. He was part of the unit that gassed Moscow Theater in 2002,  and in 2004 fought against Chechen rebels who had taken 1,100 people hostage (including 777 children). In 2004, he was deployed to Chechnya as part of the Russian anti-terrorist operation (Chechnya was and is part of Russia, so the Internal Military fought there). He fought there (stationed is Grozny, but he did most of the fighting in the Southern Mountains)  for two years. Through multiple firefights and guerilla warfare attacks, Ivan gained experience in battle and became a grizzled veteran. He was then redeployed to Volgograd. That’s when his “accident” happened.

A hospital in Volgograd was seized by Chechen insurgents, who threatened to kill someone every fifteen minutes until Chechnya’s independence was recognized by Russia and the Russians pulled out. Their backup plan (incase the Russians came anyways) was a bomb in the center of the building’s basement, that, if detonated, would topple the entire hospital. Wearing full bomb suits, Ivan’s unit was sent to deal with it. A firefight was initiated once they got inside to where the bomb was, and in the chaos of it all, the man defusing the bomb (Ivan was outside of the room trying to fend off the insurgents) was stabbed to death. His attacked triggered the bomb, and everything went black. Two days later, Ivan was pulled from the wreckage, his suit torn to ribbons and his body severely burned. Third and fourth-degree burns covered most of the right half of his body, and the collapse had crushed several of his bones (he had a minor skull fracture, four shattered ribs, two broken tibias, a shattered right radius, two missing fingers, a fractured hip, grizzly stuff).  He was the sole survivor of the explosion (everyone else in his unit died). he spent a year in a hospital in Moscow, recovering from the explosion and rehabilitating. He recovered at an alarming rate and a year and a month after the explosion almost killed him, he was back on his feet (with a cane and medicated bandages still wrapped around much of his torso). Unfortunately, due to hearing loss from the blast, he was unable to pass the Russian Army’s hearing test, and so was discharged. At this point, Ivan felt worthless. He was given a desk job at the Kremlin, but that gave him no solace. In 2008, Ivan left the job and went to America, where he used his savings (as well as some assistance from a wealthy uncle) to attend MIT. His high intelligence and knowledge of chemistry was obvious, as he graduated with a professional degree in nuclear chemistry in four years. He would have been qualified to be an EOD officer in the US police force, but they wouldn’t hire a foreigner. That was when he heard about the Dreadnaughts from a friend he had gone to school with at Frunze. He joined (as he couldn’t get any sort of job, even with a US citizenship) and has ever since been with the Dreadnaughts, fighting the good fight against terrorists and insurgents all over the world.

Attributes:
19 points to divvy up however you like here

Strength: 2
Dexterity: 4
Constitution: 3
Charisma: 1
Intelligence: 6
Wisdom: 3



EDIT: Team Skeptic. Best role ever.

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



Last edited by Maxx on Tue May 20, 2014 1:30 am; edited 1 time in total
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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)   Mon May 19, 2014 9:39 pm

Would you all prefer the highest Perks for each attribute being set at 6, and having 21 points to allocate, or instead having more easily reached Perks (3/4/5 instead of (4/5/6) and less points to allocate?

I will be reading through these sheets and getting back to all of you. My summer will be very busy initially but quickly open up after that, so our going may be a little hit-or-miss the first little while. Looking forward to this.

EDIT:

Jazz, lovely illustrations as always. I can dig up a specific model pistol for you, if you'd like. Is Tanis a Native American or Indian? I was a little unclear on that. Otherwise, they look good to me. I can have Jirin use Con/Wis as the basis for her Marksmanship, however, that would be more in line with controlled, well-timed shots as opposed to quickly dancing from one target to another with Dex/Wis. So the answer is yes, but (and, as designated markswoman, this is no problem), she'll probably want to lean more towards precision/long-distance over wanton gunslinging.

EDIT 2: ELECTRIC BOOGALOO:

Patches, looks good to me. I like Baron's character in general; I think his skill set will be very valuable. Gimp leg was a nice weakness, also. I look forward to seeing Baron facing off against one boss in particular (Charisma-based 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.


Last edited by The Real Shade on Mon May 19, 2014 9:58 pm; edited 2 times in total
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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)   Mon May 19, 2014 9:46 pm

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)

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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Mon May 19, 2014 10:36 pm

DB, there's no perception anymore. Shade got rid of it.

I'll work on character 2 a bit relatively soon, though the boatload of homework I've been having has been killing me.

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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Tue May 20, 2014 12:42 am

Maxx, already commented on Ivan's sheet, I think.

DB, me gusta. Interesting to see the age/gender divide of characters in this. Molly checks out to me.

Also, I think I am going to go ahead and reduce the number of Attribute points to 19, so you'll need to shave two points off your sheets, everybody. Sorry for all the changes-I'm not familiar with stat systems and will be looking to develop this as we go. Feel free to give me suggestions/criticisms, those of you more experienced with tabletop games. If this move is really annoying to y'all, then we can work something out. I think, as is, too many characters are able to be too well-rounded. Perhaps not, though.

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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Tue May 20, 2014 1:07 am

Okay Ill make those changes.

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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Tue May 20, 2014 1:07 am

What do you think of a max stat value? It might be something of a scale to help us work with. And the possibility that someone might feel pressure to keep with a certain stat. That sort of thing. For instance, when making a character in D&D or Pathfinder, the highest you can set a stat is at 18 (when all stats are set 10 and you are given 20 points to work with), not including racial modifiers.

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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Tue May 20, 2014 1:08 am

*agrees with what lieo says*

Also, yeah shade my character is a bit younger then the others. Im sure itll be fine :3

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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Tue May 20, 2014 1:12 am

*whines because he doesn't know where he's going to find 2 points to shave off*

*agrees with lieo*

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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Tue May 20, 2014 1:14 am

Eh. It's not that I want to limit your expertise in a certain area, because if you want to be ungodly smart but nothing else, more power to you-it's rather that from the current sheets (and this is my fault, not any of yours) it seems that you can manage being really good in one or two areas whilst having decent stats everywhere else. If somebody wants to make a prodigy, I want them to be off-set as a result, and I'm not sure I've managed that (because if you dump one stat, you can get 4 in everything else). If someone wants to be a jack-of-all-trades, that's fine, but I don't want them being great at everything, merely average. I want to foster teamwork, or at least creative solutions for your character to apply what they are good at. Does that make sense?

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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Tue May 20, 2014 1:18 am

Ok. That makes sense. I just think that this going to cause a problem in things like dexterity, strength, intelligence, and constitution, as our soldiers are supposed to be the best of the best. A team of the best mercenaries in the world wouldn't hire someone who is weaker than a butterfly or dumber than a rock with terrible aim. And I'm sure there are endurance/strength tests at some point like there are in the military. How would a character with a constitution of one be able to survive any sort of endurance test? Your rp, though, not mine.

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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Tue May 20, 2014 1:19 am

*laughs at my characters poor constitution*

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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Tue May 20, 2014 2:17 am

The fire is roaring.

I'll make something on Wednesday/the weekend.

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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Tue May 20, 2014 2:25 am

Maxx wrote:
Ok. That makes sense. I just think that this going to cause a problem in things like dexterity, strength, intelligence, and constitution, as our soldiers are supposed to be the best of the best. A team of the best mercenaries in the world wouldn't hire someone who is weaker than a butterfly or dumber than a rock with terrible aim. And I'm sure there are endurance/strength tests at some point like there are in the military. How would a character with a constitution of one be able to survive any sort of endurance test? Your rp, though, not mine.

Best of the best indeed, but even the best-trained soldiers aren't perfect. Furthermore (without being sexist), if we're looking at raw physical power, most of the females in the military aren't going to be able to match the guys (particularly because women have easier physical testing than men do in the US army). Sacrificing a point or two in any of those can still make you a great infantryman, and depending on where your character specialized, you may be able to go deeper. For example, a sniper in the Dreadnaughts probably eschewed weight lifting for the more useful (for him) long-range practice, and vice versa for a commando. I get where you're coming from, but if all the front-line soldiers have spectacular physical stats, I'm gonna have to get brutal to even the odds. A 3 or even a 2 can still be alright, depending on how they work around that. I mean-and this isn't me attacking you by any means-look at your character. He's pushing 40, which means, no matter how much he works out and keeps his body in shape, sooner or later he's not gonna be able to keep up with the young'uns. Despite that, a lot of experience, training, etc lets him compete, even though his mile time is probably a little slower than it was when he joined up.

Howeves, if you guys think I'm being unreasonable about this or want to work something else out, let me know, because I want this to be a fluid/open to discussion type thing. I'm also going to start working on Skills and Perks for everybody's characters once I find the time, so turn up for that.

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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Tue May 20, 2014 2:35 am

Okay. I understand your reasoning now.

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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Tue May 20, 2014 8:04 am

Gosh, I feel so laconic. Hopefully I'll have more details when the IC rolls around.

Indian subcontinent, for Tanis. She should be able to pass for some other nationalities, but probably not Native American.

I'm reconsidering the pistol; I could just give her Jirin's former sidearm. There's even a model (sans burst fire) that she could plausibly have acquired as a civilian.

It'd be more adequate for combat, but maybe not suitable for concealment. If that's the case, then yeah, help finding something specific would be appreciated.

Jirina:
HK417 16" accurized barrel w/ diopter + hooded sights & suppressor, 10x 20-round box + 1x 50-round drum magazine (on person), at 8.9 lb + 14 lb ammo + ~4 lb magazines.
FN Five-seven w/ 4x 30-round extended magazines, at 1.3 lb + ~.7 lb ammo (assuming 2 g rounds).

Dragonbud, perhaps Molly could use a PDW? The non-civilian version is selective fire; I don't know what its sights are like. I think I'm only using these models 'cause their Wikipedia articles are robust.

FN P90, 4x 50-round magazines, at 5.7 lb of weight + ~1 lb ammo.
(optional: suppressor, at ? lb)
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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Tue May 20, 2014 12:18 pm

I was looking at the PDW in class, and I looked at the FN P90 model or whatever and I thought it looked goofy and my friend said it was cool and started telling me all the cool stuff about it. Guns confuse me

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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Tue May 20, 2014 10:17 pm

P90 does look silly, but most bullpup (the barrel "starts" further back in the rifle, and you load it from the back, allowing you to have the same barrel length with a more compact gun) weapons kinda do. It's efficient, reliable, and able to be used ambidextrously, though. One of my favorites.

I'll try and get through a character sheets tonight.

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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Tue May 20, 2014 11:09 pm

Bad news. I just learned this website deletes your PM's after a certain period of time. So, yeah, might be a delay as I remake all the Perks and whatnot.

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PostSubject: Re: The Reckoning Of Lesser Men: Last Chance For Submissions (not really, but do it anyways)   Tue May 20, 2014 11:59 pm

Actually, I think it deletes your PMs after your box is full or something, and that it deletes your oldest message as you get a new one.

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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 12:20 am

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.
Tactics (Int) 6.


Interpersonal Skills
Persuasion (Cha+Int) 5.
Intimidation (Str+Cha) 4.
Lying (Int+Cha) 4. Avoid playing poker.
Regulation (Cha+Wis) 8.
Leadership (Cha+Wis) 7.

Non-Combat Skills
Medicine (Int+Wis): 6
Sneaking (Dex+Con): 4
Camouflage (Dex+Con): 4
Survival (Int+Wis) : 6
Mechanics (Dex+Int) : 3

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.

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.
Explosives (Dex+Int) 6 (what would a spy movie be without defusing some explosives?)
Tactics (Int) 7


Interpersonal Skills
Persuasion (Cha+Int) 8
Intimidation (Str+Cha) 2
Lying (Int+Cha) 8
Regulation (Cha+Wis) 5
Leadership (Cha+Wis) 6

Non-Combat Skills
Medicine (Int+Wis) 5
Sneaking (Dex+Con) 8
Camouflage (Dex+Con) 6
Survival (Int+Wis) 5
Mechanics (Dex+Int) 8

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....

____________________________________
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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