Name: George Dachnell
Age: 42
Appearance: A big, fat man with short brown hair and an impressive moustache. Has a slight tan and green eyes. Has a rather nasty looking scar on his left forearm.
History: Coming Eventually
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Stats: You have 20 points to distribute. 3 is average, 5 is max at first level.
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4 STR: Physical strength. Forms the basis for attack power.
4 VIT: Physical vitality. Determines HP growth and physical defense power.
4 RFX: Reflexes. Determines various speed related things.
3 INT: Intelligence. Affects spells and skills.
3 WIL: Willpower. Determines ability to hold concentration and MGR.
2 CHA: Force of personality. Not necessarily physical attractiveness. Affects how people react to you.
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Combat
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29 HP: VIT x 5 + [(VIT + 5) x level]
14 ATP: Physical attack power. Equal to STR plus weapon power.
4 ACC: Accuracy with your equipped weapon. Equal to weapon skill plus special effects (if any)
10 DFP: Physical defense power. Equal to any equipment bonuses.
3 MGR: Magic resistance. Equal to WIL plus any equipment bonuses.
14 EVA: Evasion Rate. Equal to RES plus ten plus dodge skill.
18 GRAPPLE RESIST: Your ability to resist opponent's attempts to grapple you. Equal to STR + BRAWL + 10
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Equipment
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Main Hand: Replublic Blaster Rifle
Off Hand:
Body: T1 Heavy Armour
Inv.: Electroprod, T1 Rifle
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Skills: INT + 20 to start.
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2 Knowledge: Geology
2 Knowledge: Creatures
2 Blunt (STR)--Decides accuracy with all blunt weapons (clubs, maces, etc.)
2 Weapons Systems (RFX)--Decides Accuracy with vehicular weapons systems, or entrenched weapons, such as manned turrets.
4 Armor (VIT)--Affects what types of armor you may comfortably wear.
3 Survival (INT)--Used for finding your way around or finding food, etc.
4 Rifles (RFX)--Decides Accuracy with all blaster rifles.
4 Brawl (RFX)--Decides accuracy when unarmed or using gauntlets, brass knuckles, or other 'fist' weapons.
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Abilities-Active
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Head Shot--This attack can score a critical attack on rolls of 15-20 instead of only on 20 as per normal. It may only be used with non-thrown ranged weapons, and may only be used once per day.
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Abilities-Passive
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When the Chips are Down: When the character is outnumbered by 5/1 odds against opponents, is staring down a firing squad, is on his last chip, or otherwise in a situation that most would deam unwinnable, he becomes invigorated gaining a +2 to all rolls made during this time, as well as an increase of +2 to both his accuracy and evasion.
Last edited by Dauntasa; 01-15-2010 at 04:58 AM.
Reason: fixed my skills
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