Saturday, April 12, 2008

Sliver

Sliver

Height: 1.63 m Weight: 68.00 kg

Hair: White Eyes: Pink

Campaign: the game so far

Player: William

Total Points: 149

Characteristics: 59; Skills, Perks, Talents, & MA: 34; Powers: 56.

CHARACTERISTICS

15 STR 12- Dice: 3d6 END: 3

17 DEX 12- Lift: 200.0kg

13 CON 12-

13 INT 12- PER Roll 12-

10 EGO 11-

13 PRE 12- PRE Attack: 2 ½d6

10 COM 11-

DEFENSES & MOVEMENT

Physical: PD 3 Total 3/8 Killing 0/5

Energy: ED 3 Total 3/8 Killing 0/5

Mental DEF: 0 Power DEF: 0

END STUN BODY REC 6

26 28 13

MOVEMENT: Running: 7" / 14"; Swimming: 2" / 4"; Leaping: 3" / 6"

COMBAT INFORMATION

OCV: 6 DCV: 6 ECV: 3

INIT: 17 SPD: 4 Phases: 3, 6, 9, 12

+1 with strike with knife, +1 Shotguns

Tactics:

Slivers's physiology is geared towards the night.

he is an albino; his skin and hair are dead white and his eyes are Pinkishred. Occasionally, a night time reflection will catch them at which point they reflect red. he can see better at night than by day, and compensates for this by wearing dark glasses. Years of having to adapt to living and working with diurnal people (as much as that makes a difference in the Sanctuary), he needs less sleep than an ordinary person. he can get by quite easily with 8 hours of sleep in a week period, and skipping a sleep is no great burden. His early childhood behavior has given him a good facility for hiding and concealing he also frequently ran away from home and learned to scrounge food and shelter in places others might overlook.

He generally prefer's a shotgun over other guns. He carries a large hunting knife that belonged to his father.

Ranged Disarm +0 +0 Disarm, +3 DC to Disarm

Trip -1 -1 v/5, Target Falls

EQUIPMENT

Armor

Black Leather Boots: Armor (2 PD/2 ED); OIF (-½), Real Armor (-¼) (Covers Areas: 16-18, Waterproof)

Black Leather Gloves: Armor (2 PD/2 ED); OIF (-½), Real Armor (-¼) (These reach to the elbow, can be rolled up higher but rarely worn that way unless he knows he is headed for combat and has time to prepare, otherwise it would be too uncomfortable. Covers areas: 6-7)

Black Leather Hat: Armor (2 PD/2 ED); OIF (-½), Real Armor (-¼) (broad-brimmed ,Covers Area: 5 (crown))

Black Leather Pants: Armor (2 PD/2 ED); OIF (-½), Real Armor (-¼) (Covers Areas: 13-16 (vitals to lower leg))

Black Leather Trenchcoat: Armor (2 PD/2 ED); OIF (-½), Real Armor (-¼) (When buckled, Covers Areas: 6-15(Basically shoulders to knees), can turn collar up to cover area 4 (ears/neck))

POCKETS

1) Left Inner: Socks, Underwear and T-Shirt

2) Left Outer: High-test fishing line and 2 hooks, leather repair kit, Flint, small whetstone

3) Right Inner: Compass (+ map?), Antidote, Stim Pak, soap bar, Smoking Pipe

4) Right Outer: 4 rubber bands, bottle cap, two pencil stubs and various scraps of paper, magnet, bit of stored food when possible

5) Survival Belt: Ammo, listed above. Small Canteen, Pouch 1-mylar blanket, Pouch 2-Waterproof matches (20), water purification tablets (20), 1lb of weed

WEAPONS

1) 15 Shotgun Shells, standard load (Worn on canvas ammo/survival belt.)

2) Father's Knife: Killing Attack - Hand-To-Hand ½d6, Range Based On STR (+¼); OAF (-1), Real Weapon (-¼), STR Minimum (-¼) (Can Be ThrownNormally worn strapped to left thigh in foreward facing sheath for easy cross-draw. This is a typical Bowie Knife.) END 1

3) Remington 870, 20 gauge shotgun, full choke: Killing Attack - Ranged 2d6+1, Area Of Effect (One Hex; +½) (52 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), 5 Charges (-¾), Required Hands Two-Handed (-½), Real Weapon (-¼), Reduced Penetration (-¼), Reduced By Range (-¼) (Can either be worn with shoulder strap or secured in large hoster inside his trenchcoat. In the latter case, it's designed to be out of the way when holstered. also has a shotgun butt rest on his belt.) END [5]

Backpack, Black Leather (30kg Capacity)

1) Blanket, Lightweight

2) Mirror, Small, Steel

3) Tobacco (1 Pouch)

SKILLS, TALENTS, & PERKS

Acting 8-

Climbing 8-

Conversation 8-

AK: Sanctuary 8-

AK: Wastelands 8-

Native Language (idiomatic; Literate)

Paramedics 8-

Persuasion 8-

PS: Mercenary (Everyman Skill) 11-

Shadowing 8-

Stealth 8-

+1 with strike with knife

Streetwise: Wastelands Etiquette 12-

+1 Shotguns

Concealment: Scavenging 12-

Shotgun: Fast Draw 12-

Trading 12-

WF: Blades, Clubs, Common Melee Weapons, Fist-Loads, Shotguns, Small Arms, Unarmed Combat, Thrown Knives, Axes, and Darts, Thrown Rocks

TALENTS: Hold still!: Combat Luck (3 PD/3 ED)

ABILITIES

Life Support, Eating: Character only has to eat once per week, Immunity Zootoxins, Longevity: Immortal, Safe in Intense Cold, Safe in Intense Heat, Self-Contained Breathing, Sleeping: Character only has to sleep 8 hours per week 26/26 AP

Regeneration: Healing 1d6, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +½), Persistent (+½) (70 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 ¼), Self Only (-½) (No Healing Max (see FREd p. 120).) 25/70 AP

Nightvision 5/5 AP

75 + DISADVANTAGES

Normal Characteristic Maxima No Age Restriction

Attentive

Broad-minded

Chummy

Congenial

Distinctive Features: albino (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

Physical Limitation: Albino (Frequently, Slightly Impairing)

Physical Limitation: Weirdness Magnet (Infrequently, Greatly Impairing)

Psychological Limitation: Aversion to Sunlight (Common, Moderate)

Reputation: Mercenary, 8-

Social Limitation: Mercenaries Code of Conduct (Frequently, Minor, Not Limiting In Some Cultures)

chain smoking

xenophilia

Appearance: Were it not for his albinism, he might be fairly handsome. Instead, he settles for exotic.

Sliver is trim and athletic. His hair is shaved off. His eyes are pink, though at night they reflect light with a shocking red.

He wears black whenever possible and if he lived in the before times could easily be described as "goth". On the surface, he intends to wear a lightweight trenchcoat of black whatever-passes-for-leather, and a broad-brimmed hat of the same material.

Background: Sliver was born on the surface. His mother met and took a surface dweller for mate during her own Quest. His mother was taking her husband and infant son back to Sanctuary when they were separated. The actual details are up to the GM, but Sliver believes that his father sacrificed himself in some way so that they might be safe. He harbors a slight resentment toward his mother for this, almost as if he believes his mother could somehow have saved his father as well.

Sliver has mutation, which may or may not be inherited from his father. He is an albino and naturally inclined towards being nocturnal.

Personality: Sliver has built extensive fantasies concerning his father, the primary of which is that he still lives somewhere out there and if only he could find him, he could bring him back and everything would be Perfect. It is his fervent and secret hope that he will find him on his Quest's.

His odd appearance is not totally without precendent within the community. Mutations are not that rare. However, in his early childhood, he was deeply self-conscious about it and became rather introverted. He would spend long hours in "secret hiding places" and got very good at finding hidey-holes.

In his teen years, he went through a rebellious period. Instead of being embarassed by his appearance he embraced it. He stopped using his birth name and would only respond to the nickname "Sliver". He took to wearing black to highlight his pale skin. He is now fairly outgoing and friendly to his peers, but still harbors his aforementioned resentment of his mother

Campaign Use: Eventually, Sliver should have good thief-type skills. Hiding and Survival will be his strengths. He will have decent combat skills suitable for his world.

Quote: "Are you guys still asleep???"


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