Gravely - Rebuild

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Gravely
Posts: 203
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Gravely - Rebuild

Post by Gravely »

.
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Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: Gravely - Rebuild

Post by Gravely »

Character Sheet

Player Name: Sgt 86Delta
Google Handle: Sgt 86Delta
Gravely
Rank: Legendary
Race: Human
Iconic Framework: Mortal Champion
Attributes: Agility d10, Smarts d10, Spirit d8, Strength d8, Vigor d8
Pace: 6 (d6); Parry: 5; Toughness: 6 + 1;

Skills:
  • Athletics (Ag) d6
  • Battle (Sm) d8
  • Common Knowledge (Sm) d8
  • Driving (Ag) d4
  • Fighting (Ag) d6
  • Notice (Sm) d8
  • Persuasion (Sp) d8
  • Research (Sm) d8
  • Shooting (Ag) d8
  • Stealth (Ag) d6
  • Survival (Sm) d8
Hindrances
  • Wanted (Major): Former PAB Agent gone rogue. Something greater than the PAB is looking for him.
  • Cautious (Minor): Everything is in the details. Details equal knowledge and information.
  • Loyal (Minor): Gravely is very much a team player. He was committed to the PAB until certain revelations made it hard to stay. He is currently looking for some group that aligns itself well with his ideals and principles.
Edges
  • Alertness: Add +2 to Gravely's Notice rolls to hear, see, or otherwise sense the world around him.
  • Elan: When Gravely spends a Benny to reroll a Trait, he adds +2 to the total.
  • Calculating: A few seconds to study his foe’s actions gives Gravely a major advantage. When Gravely's Action Card is a Five or less, he ignores up to 2 points of penalties on one action that turn, which can include Multi-Action, cover, Range, and even Wound penalties.
  • Steady Hands: Gravely ignores the Unstable Platform penalty (see page 109).
    >>>This also helps when running, reducing the usual penalty from −2 to −1 (see Movement, page 92).
  • Command: Extras in Command Range add +1 to their Spirit rolls when attempting to recover from being Shaken.
  • Natural Leader: Any Leadership Edge that says it applies only to Extras now applies to Wild Cards as well.
  • Marksman: Gravely is a natural with ranged weapons. If he doesn’t move in a turn and fires no more than a Rate of Fire of 1 per action, he may ignore up to 2 points of Athletics (throwing) or Shooting penalties from Called Shots, Cover, Range, Scale, or Speed. This stacks with the Aim maneuver and applies to each Shooting or throwing action that turn.
  • Double Tap: Experienced firearms experts fire two shots in rapid succession without spoiling their aim.
    >>> Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action.
    >>> Double Tap cannot be combined with Rapid Fire.
    >>> If used with a weapon capable of Three Round Burst (see page 67), it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Cybernetics
Name (how many times selected, i.e. 1) - Strain: 0
  • Abilities and bonuses
Last edited by Gravely on Mon Feb 11, 2019 12:32 pm, edited 7 times in total.
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Gravely
Posts: 203
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Re: Gravely - Rebuild

Post by Gravely »

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Gravely
Posts: 203
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Re: Gravely - Rebuild

Post by Gravely »

Gear

Weapons
M4 Carbine (5.56)
  • Range: 24/48/96 || Damage: 2d8 || RoF: 3
  • Weight: 8 || Cost: 400
  • Shots/Clip: 20
  • Notes: AP 2, Auto, 3RB (when selected, use rules, SWD 81)
    Collapsable Stock, Harness/Sling, Generally worn under the Pocketed Reinforced Trenchcoat. Strapped to the interior of the coat on the left side during travel.
Glock (9mm)
  • Range: 12/24/48 || Damage: 2d6 || RoF: 1
  • Weight: 3 || Cost: 200
  • Shots/Clip: 17
  • Notes: AP 1, Semi Auto (when selected, use double-tap rules, SWD 81)
    Right Leg Holster, accessible through Pocketed Reinforced Trenchcoat exterior pocket.
Brass Knuckles
  • Damage: Str+d4 || Weight: 1 || Cost: 20
  • Notes: When worn, considered an Unarmed Attacker
    Stored in accessible pocket of the Trenchcoat.
Switchblade
  • Damage: Str+d4 || Weight: 1 || Cost: 10
  • Notes: -2 to be noticed if hidden
    Stored in accessible pocket of the Trenchcoat.
Fragmentation Grenade (Mk67)
  • Range: 5/10/20 || Damage: 3d6 || Blast: MBT
  • Weight: 1 (3) || Cost: 50
  • Notes: -2 to be noticed if hidden, Own (3) Three
    Stored in accessible pocket of the Trenchcoat.
Stun Grenade
  • Range: 5/10/20 || Damage: -- || Blast: LBT
  • Weight: 1 (2) || Cost: 50
  • Notes: Targets must make a Vigor roll (at -2 with a raise) or be Stunned (see page 106).
    -2 to be noticed if hidden, Own (2) Two
    Stored in accessible pocket of the Trenchcoat.
Smoke Grenade
  • Range: 5/10/20 || Damage: -- || Blast: LBT
  • Weight: 1 || Cost: 50
  • Notes: Creates an area of smoke in a LBT that obscures vision (-4).
    -2 to be noticed if hidden, Own (1) One
    Stored in accessible pocket of the Trenchcoat.
Armor
Pocketed Reinforced Trenchcoat
  • Armor: +1 || Weight: 17 || Cost: 100
  • Notes: (combination Camouflage Fatigues, Leather Armor, Backpack) Covers torso, arms, legs
    Has pockets for small storage. Pouches for extra ammunition as well as lockpicks and handheld computer.
Hiking Boots
  • Weight: - || Cost: 100
  • Notes: None Info
Normal Clothing
  • Weight: - || Cost: 20
  • Notes: None Info

Equipment
Handheld Computer
  • Weight: 1 || Cost: 250
  • Notes: something along the lines of a tablet or maybe a Raspberry Pie
    Stored in a pocket in Pocketed Reinforced Trenchcoat
Lockpicks
  • Weight: 1 || Cost: 200
  • Notes: mostly for mechanical locks. combined with Gravely's Handheld Computer can tackle simple digital/electronic locks
    Stored in a pocket in Pocketed Reinforced Trenchcoat
Item
  • Info
Credits:
Start 2000. Spent 1300. Remaining 700

Contacts
Last edited by Gravely on Mon Feb 11, 2019 12:32 pm, edited 3 times in total.
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Gravely
Posts: 203
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Re: Gravely - Rebuild

Post by Gravely »

Advances
  • Attributes
  • Agility d4 --> d6 (chargen) --> d8 (H) --> d10 (H1),
  • Smarts d4 --> d6 (chargen) --> d8 (H) --> d10 (L1),
  • Spirit d4 --> d6 (chargen) --> d8 (N1) ,
  • Strength d4 --> d6 (chargen) --> d8 (V1),
  • Vigor d4 --> d6 (chargen) --> d8 (S1).
  • Skills
    Complete Skill List:
    • Academics (Sm)
      Athletics (Ag) d4 --> d6 (1) (chargen)
      Battle (Sm) --> d6 (2) (chargen) --> d8 (S3)
      Boating (Ag)
      Common Knowledge (Sm) d4 --> d6 (1) (chargen) --> d8 (1) (H3)
      Driving (Ag) --> d4 (1) (chargen)
      Electronics (Sm) (used for sensors and such)
      Faith (Sp)
      Fighting (Ag) --> d6 (2) (chargen)
      Focus (Sp)
      Gambling (Sm)
      Hacking (Sm)
      Healing (Sm)
      Intimidation (Sp)
      Language (Sm)
      Notice (Sm) d4 --> d6 (1) (chargen) --> d8 (S3)
      Occult (Sm)
      Performance (Sp)
      Persuasion (Sp) d4 --> d6 (1) (chargen) --> d8 (1) (H3)
      Piloting (Ag)
      Psionics (Sm)
      Repair (Sm)
      Research (Sm) --> d4 (1) (chargen) --> d6 (N3) --> d8 (V3)
      Riding (Ag)
      Science (Sm)
      Shooting (Ag) --> d8 (3) (chargen)
      Spellcasting (Sm)
      Stealth (Ag) d4 --> d6 (1) (chargen)
      Survival (Sm) --> d4 (1) (chargen) --> d6 (N3) --> d8 (V3)
      Taunt (Sp)
      Thievery (Ag)
      Wierd Science (Sm)
    OOC Comments
    K/Arcana (Sm)
    K/Computers (Sm)
    K/Cybernetics (Sm)
    K/Demolitions (Sm)
    K/Engineering (Sm)
    K/History (Sm)
    K/Law (Sm)
    K/Medicine (Sm)
    K/Politics (Sm)
    Mysticism (Sp)

Advances
  • Initial Advances: (From Hindrances):
    • INC Agility 1 die step (d8)
    • INC Smarts 1 die step (d8)
  • Free Edge (Human): Adaptable: Alertness
  • Cybernetic Modifications:
  • Novice 1 Advance: INC Spirit 1 die step (d8)
  • Novice 2 Advance: New Edge: Elan
  • Novice 3 Advance: INC Research/Survival 1 die step (d6/d6)
  • Seasoned 1 Advance: INC Vigor 1 die step (d8)
  • Seasoned 2 Advance: New Edge: Calculating
  • Seasoned 3 Advance: INC Battle/Notice 1 die step (d8/d8)
  • Seasoned 4 Advance: New Edge: Steady Hands
  • Veteran 1 Advance: INC Strength 1 die step (d8)
  • Veteran 2 Advance: New Edge: Command
  • Veteran 3 Advance: INC Research/Survival 1 die step (d8/d8)
  • Veteran 4 Advance: New Edge: Natural Leader
  • Heroic 1 Advance: INC Agility 1 die step (d10)
  • Heroic 2 Advance: New Edge: Marksman
  • Heroic 3 Advance: INC Common Knowledge/Persuassion 1 die step (d8/d8) [12 Advances ChaGen]
  • Heroic 4 Advance: New Edge: Double Tap
  • Legendary 1 Advance: INC Smarts 1 die step (d10)
  • Legendary 2 Advance: New Edge: Inspire
  • Legendary 3 Advance: INC Vigor 1 die step (d10)
  • Legendary 4 Advance: INC Athletics/Stealth 1 die step (d8/d8)
  • Legendary 5 Advance: INC Agility 1 die step (d12)
  • Legendary 6 Advance: New Edge: Rapid Fire
  • Legendary 7 Advance: INC Smarts 1 die step (d12)
  • Legendary 8 Advance: INC Shooting/Battle 1 die step (d10/d10)
Last edited by Gravely on Mon Feb 11, 2019 10:48 am, edited 13 times in total.
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Gravely
Posts: 203
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Re: Gravely - Rebuild

Post by Gravely »

Powers
3 Bennies
Beginning 3
Track expenditures here
ISP/PPE: 20/20
Recovery: 1 per hour
Adventure Card:

Powers List
  • Novice: armor, blind, boost/lower trait, burst, darksight, deflection, detect/conceal arcana, light/obscure, smite, stun, telepathy
  • Seasoned: barrier, farsight, telekinesis
  • Veteran: fly

Code: Select all

[b][size=150]Flavor Text Here[/size][/b] (Power Name; PPE) [size=85][Rank][/size]
[u]Mega/Temporal[/u]:
[u]Range[/u]:
[u]Duration[/u]:
[u]Trapping[/u]:
[u]Effect[/u]:
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