1936 - Rogues Gallery


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kirinke

First Post
NAME:....................................Elizabeth Nightshade
STARTING OCCUPATION:............Dilettante
STARTING LEVEL:.....................5
CLASS:...................................Dedicated 3/Acolyte 2
ALLEGIANCES:..........................Good, her family, friends and the Nightshade company.
EXP POINTS.............................10,500

APPEARANCE
GENDER:.........Female
AGE:..............25
HGT:..............5ft 10 inches
WGT:.............145
BUILD:............slender, graceful
EYES:.............Pale Hazel
HAIR:..............dark blond
SKIN:..............tanned

ABILITIES
(+1) STR: 12....04 points
(+1) DEX: 12....04 points
(+0) CON: 10....02 points
(+2) INT: 14.....06 points
(+3) WIS: 17....10 points (16 base +1 lvl bonus)
(+2) CHA: 14....06 points

SAVING THROWS
FORT: 00 +02 +03 = 05
REFL: 01 +01 +00 = 02
WILL: 03 +02 +03 = 08

COMBAT
Vitality Points: 22
Wound Points: 10
DEFENSE:.........10 + 1 dex bonus +3 defense bonus
INITATIVE:.......+4
SPEED:............base 30

ATTACKS
BAB:.........02 +01 = +03
MELEE.......01 +03 = +04
RANGED.....01 +03 = +04

MISC
ACTION POINTS:..........14
REPUTATION POINTS.....03 +4 = +07
WEALTH BONUS............16

TALENTS
Empathy: The Dedicated hero has a knack for being sensitive to the feelings and thoughts of others without having those feelings and thoughts communicated in any objectively explicit manner. This innate talent provides a bonus on checks involving interaction skills (Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided the hero spends at least 1 minute observing his or her target prior to making the skill check. The bonus is equal to the hero’s Dedicated level.

Intuition: The Dedicated hero has an innate ability to sense trouble in the air. The Dedicated hero can make a Will saving throw (DC 15). On a successful save, the hero gets a hunch that everything is all right, or the hero gets a bad feeling about a specific situation, based on the GM’s best guess relating to the circumstances. This talent is usable a number of times per day equal to the character’s Dedicated level.


FEATS
Simple Weapons Proficiency (class feature)
Advanced Fire Arms Proficiency (Bonus feat)
Personal Fire Arms Proficiency
Point blank shot
Defense Martial Arts

CLASS ABILITIES
Simple Weapon Proficiency
Dillitante: Extra Speak Language.
Divine Skills,
Divine spells.
Turn undead
Positive Energy

LANGUAGES: (both spoken and written, unless otherwise stated)
English. Spanish. French. Latin. Ancient Latin. Greek. German. Russian. Japanese. Mandarin Chinese. Ancient Egyptian. Arabic (spoken only)

SKILLS: 56
Knowledge History...............................4 ranks + 2 abil mod = 06
Knowledge Arcane Lore........................2 ranks + 2 abil mod = 06
Knowledge Earth and life Sciences..........2 ranks + 2 abil mod = 04
Knowledge Streetwise..........................2 ranks + 2 abil mod = 04
Knowledge current events.....................2 ranks + 2 abil mod = 04
Knowledge theology and philosophy.........6 ranks +02 abil mod = 08
Listen................................................6 ranks +03 abil mod= 09
Spot..................................................2 ranks +3 abil mod = 05
Sense Motive......................................6 ranks +03 abil mod= 09
Spell Craft..........................................4 ranks +02 abil mod = 06
Gather Information...............................2 ranks +02 abil mod = 04
Decipher Script....................................2 ranks +02 abil mod = 04
Speak Language:.................................8 ranks
Read/Write language............................8 ranks

O LVL SPELLS : 4
Cure Minor wounds x2
Resistance
Virtue

1ST LVL SPELLS: 4
Cure light wounds
Command
Remove fear
Shield of Faith

BACKGROUND
Elizabeth is the only daughter of a wealthy American couple, the Nightshades. With business interests ranging from coal mining to iron works from jewel mines in Africa to sugar and pineaple fields in South America, her family has made sure not to fall under the trap of putting all of their eggs in one basket as it were and they have profitted from it.

Her father, Phaere Nightshade, built his company and wealth from the ground up. Her mother Katarina Arkadois, a woman from a fairly well to do greek family married him when she was only eighteen. In her youth, she was acknowledged as one of the most beautiful women in New York, where the company is based. Now comfortably middle aged, she is known as one of the more unique grand dames in the city. What few people know is that the Nightshades are one of the secret guardians of New York, Phaere being a powerful mage and Katarina being an equally powerful Acolyte.

Elizabeth grew up knowing that one day she would have to pick up the guardian mantle and has trained most of her life to reach that goal. Though lacking in arcane abilities, Elizabeth has developed powerful divine abilities, remarkably reminescent of her mother's, whose family has produced many powerful priests, priestess' and shamans of various religions. Elizabeth herself is agnostic, freely admitting that she doesn't have any clue as to what is up there. She nevertheless believes in the basic good concepts that most religions adhere to.

APPEARANCE
Elizabeth is a striking young woman with dark blonde hair normally neatly french braided. She is 5ft 10 inches tall with a slender, graceful build and skin tanned from long hours spent outdoors. Her eyes are pale, almost translucent hazel, an odd color that she inherited from her father. Her style of clothing depends on the situation at hand. She is equally comfortable in the adventurous slacks and loose shirt she wears on digs or trekking through the dense jungle or in an evening gown, playing the dutiful daughter of a powerful business magnat.

Equipment
Walter PPK
Walter PPK (Clutch piece)
Combat Knife
Silver stilleto type knife
base ball bat
brass knuckles
50 bullets
20 silver bullets
50 feet of spider silk rope.
5 vials of holy water
5 changes of normal clothes
5 changes of 'expedition clothes' (type of clothing suitable for congo/jungle treks, she knows what she's doing there, so no pith helmets or the like, something she can actually work and move in comfortably while not outraging the locals)
5 changes of evening wear
toiletry kit (every lady has to have one)
basic med kit
 
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industrygothica

Adventurer
[sblock=Eddie Wallace]
Code:
[B]Name:Eddie Wallace[/B] 
[B]Class:[/B] Dedicated Hero 3/Investigator 2
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Starting Profession:[/B] Reporter


[B]Str:[/B] 9 -1 ( 1p.)     [B]Level:[/B] 5        [B]XP:[/B] 10,300
[B]Dex:[/B]14 +2 ( 6p.)     [B]BAB:[/B] +3         [B]VP:[/B] [COLOR=Red]20[/COLOR]/20 (5d6+0) [b]WP:[/b][color=red]10[/color]/10 (3d6+2d6)
[B]Con:[/B]10 +0 ( 2p.)     [B]Grapple:[/B] -1     [B]Dmg Red:[/B] 0
[B]Int:[/B]12 +1 ( 4p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B]-- 
[B]Wis:[/B]18 +4 (13p.)     [B]Init:[/B] +2        [B]Spell Save:[/B]--
[B]Cha:[/B]14 +2 ( 6p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] 0%

                   [B]Base  Armor Shld   Dex  Def    Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +0    +2    +3    +0    +0    15
[B]Touch:[/B] 10              [B]Flatfooted:[/B] 12

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +0          +0
[B]Ref:[/B]                       3    +0          +0
[B]Will:[/B]                      4    +0    +0    +0

[B]Weapon                  Attack   Damage     Critical[/B]
Colt M1911A1              +5     2d6+0      20
Knife                     +2     1d4        19-20

[B]Action Points:[/B] 33  [B]Reputation Bonus:[/B] +2

[B]Languages:[/B] English, Spanish

[B]Talents:[/B] Skill Emphasis (+3 Investigate), Aware (add base Will save to Spot & 
Listen checks)

[B]Special Abilities:[/B] Profile, Contact (low-level)

[B]Feats:[/B] 
Attentive (+2 Investigate & Sense Motive)
Deceptive (+2 Bluff & Disguise)
Obscure Knowledge (d20 Past)
Personal Firearms Proficiency
Simple Weapons Proficiency
Trustworthy (+2 Diplomacy & Gather Information)

[B]Skill Points:[/B] 00       [B]Max Ranks:[/B] 0/0
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Bluff                      8    +2    +2     +12
Diplomacy                  0    +2    +2     +4
Disguise                   0    +2    +2     +4
Gather Information         8    +2    +2     +12
Investigate                8    +1    +5     +14
Knowledge (Current Events) 4    +1           +5
Listen                     8    +4    +4     +16
Profession (Reporter)      4    +4           +8
Sense Motive               8    +4   +2      +14
Spot                       0    +4    +4     +8

[B]Equipment:                     Weight[/B]
Colt M1911A1 (30ft. range)       3lb
Argus Model A 35mm camera        2lb
Cigarettes w/metal case
Alexei's Journal
Casual suit
Overcoat
[i]Associate of the Guardian[/i] lapel pin

[B]Total Weight:[/B] 5lb

[B]Wealth Bonus:[/B] 16

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                ##    ##   ###   ###   ###

[B]Age:[/B] 28
[B]Height:[/B] 5'10"
[B]Weight:[/B] 175lb
[B]Eyes:[/B] Brown
[B]Hair:[/B] Brown
[B]Skin:[/B] Olive
Appearance:
Eddie's boyish looks and country charm serve him well, putting those whom he questions almost instantly at ease. He has reddish brown hair and hazel eyes. His speech is without any discernible accent, belying his farmboy roots.

Background:
Eddie grew up in the country with dreams of making it in the city. His fascination with crime families and their deeds lead him to his investigative knack, and he soon found himself working for one of the largest news sources in the country. His desire to get a story has landed him into more than a few tight spots, and he has found himself in debt to more than one shady character. Still, he's mostly honest, but he's more than willing to use a little deception to get what he needs.

[sblock=Level up notes]
Lvl 4 ability increase: Wis from 17 to 18
[/sblock][/sblock]
 
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James Heard

Explorer
NAME: Theodore Chester Powell
STARTING OCCUPATION: Investigative
STARTING LEVEL: 5
CLASS: Charismatic Hero3/Personality 2
ALLEGIANCES: Art

ABILITIES
STR: 12 (+1)
DEX: 12 (+1)
CON: 10 (+0)
INT: 17 (+3)
WIS: 10 (+0)
CHA: 16 (+3)

SAVING THROWS
FORT: +4 = +2 Charismatic Hero +2 Personality
REFL: +5 = +2 Charismatic Hero +2 Personality +1 Dexterity
WILL: +1 = +1 Charismatic Hero +0 Personality

COMBAT
VITALITY POINTS: 20 = 3d6 Charismatic Hero +2d6 Personality
WOUND POINTS: 10
DEFENSE: 14 = +1 Charismatic Hero +2 Personality +1 Dexterity
INITATIVE: +1
SPEED: base 30

ATTACKS
BAB: +2 = +1 Charismatic Hero +1 Personality
MELEE: +3
RANGED: +3

[B]MISC[/B]
ACTION POINTS: 8
REPUTATION POINTS: = +1 Charismatic Hero +2 Personality +3 Renown
WEALTH BONUS: 20 = +10 5th Level Character +2 Investigative +8 Profession

FEATS
Simple Weapons Feat
Brawl
Creative (Acting, Writing)
Trustworthy
Renown
Attentive

CLASS ABILITIES
Charm (Females)
Favor
Unlimited Access
Bonus Class skill (Search)

SKILLS
Bluff +11 (8 ranks)
Craft (Writing) +13 (8 ranks)
Diplomacy +13 (8 ranks)
Gather Information +13 (6 ranks)
Investigate +11 (8 ranks)
Knowledge (Current Events) +11 (8 ranks)
Knowledge (Popular Culture) +11 (8 ranks)
Knowledge (Civics) +9 (6 ranks)
Perform (Act) +5 (0 ranks)
Profession +8 (8 ranks)
Sense Motive +10 (8 ranks)

LANGUAGES: English

BACKGROUND

Theodore Chester Powell was born in Chicago on October 30, 1906, where his father was a wealthy lawyer and his mother a rather famous figure in Argentinian theater. He received a first-class education, going to study at The Markham School in Arnold, New Hampshire in 1907, then traveling with a private tutor on a six-month tour of France, England, Italy, Greece, and the Middle East to study the masters of classic art, architecture, and literature.

In 1923 he attended Harvard University. Following his graduation in 1926 he traveled to Spain to study art and architecture. In 1927 Powell left Spain to spend several years moving about the world, traveling to exotic locations such as the Orient, Africa, and the Middle East studying the arts and "humanity in all its dogged diversity."

By the late summer of 1928, he had completed a draft of his first novel. Considered one of the Lost Generation writers, Powell's first novel was published in 1930. Titled "The Yearning" it was followed by the antiwar story, "One Hill Farther", which brought him considerable recognition. His 1931 novel about life in New York City, titled "The Village", was a commercial success and introduced the trademark literary style that made Powell famous to the world, making him a recognizable public figure.

Powell has written three novels since 1932. The collection of short stories "Up and Down" in 1932, "Haunted Safari" in 1933, and the lengthy novel "The Supermen" in 1935. Powell is well-known for consorting with and dabbling with the arts and entertainment industries. Powell has been linked to several relationships with young Hollywood film stars, including Carole Lombard and Maureen O'Sullivan. Powell's own appearances in movies has been limited mostly to some serial Westerns of little note, and starring in the critically panned but well-received "The Savage" with Maureen O'Sullivan in 1931 prior to the recasting of Olympic medal winner Johnny Weissmuller as Tarzan.

APPEARANCE

Described in Time magazine as "One of the most eligible bachelors in America," Powell has all the slick, winning good looks of a movie star and "one of the most brilliant literary minds of his generation." Chester, or "Teddy" to his closest friends, stands tall at over six feet, and keeps his wavy dark hair neatly slicked back to frame sparkling dark eyes. Even film star Clark Gable has been noted as reporting, "I'm glad Chester isn't any better at my job, or else I'd be stuck trying to do his." Dressed in a dapper suit or in rugged safari wear, Chester Powell manages to always look poised and ready for a picture. As Powell fan Greta Garbo has said, "Oh, what a beautiful man."
 
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Fenris

Adventurer
NAME:......................................... Michael Patrick Murphy
STARTING OCCUPATION:........ Athlete
STARTING LEVEL:..................... 5
CLASS:....................................... Tough 3/Bodyguard 2
ALLEGIANCES:.......................... Family, The Nightshade family, heritage

APPEARANCE
GENDER:.........Male
AGE:..............28
HGT:..............6ft
WGT:.............180
BUILD:............ Athletic
EYES:.............Green
HAIR:..............Blond
SKIN:..............Fair

ABILITIES
(+2) STR: 14....06 points
(+3) DEX: 16....08 points (+1 Lvl bonus)
(+2) CON: 15....08 points
(+1) INT: 12.....04 points
(+1) WIS: 12....04 points
(+0) CHA: 10....02 points

SAVING THROWS
FORT: 02 +02 +02 = 06
REFL: 03 +01 +03 = 07
WILL: 01 +01 +00 = 02

COMBAT
WOUNDS:.....18
VITALITY:…..35/44
DEFENSE:.........10 + 3 dex bonus +3 defense bonus
DAMGE RESISTANCE: DR 1/-
INITATIVE:.......+3
SPEED:............base 30

ATTACKS
BAB:.........02 +01 = +03
MELEE.......03 +02 = +05
Unarmed…..03+02+02=+7 1d8+2
RANGED.....03 +03 = +06

MISC
ACTION POINTS:..........8
REPUTATION POINTS.....01 +0 = +01
WEALTH BONUS............+5

TALENTS
Remain Conscious: The Tough hero gains the ability to continue to perform actions when he or she would otherwise be considered unconscious and dying. When the Tough hero’s hit points reach –1, the hero can perform as though he or she were disabled, making either an attack action or a move action every round until the hero reaches –10 hit points (and dies) or the hero’s hit points return to 1 or higher. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might prevent him or her from taking more damage.

Damage Reduction 1/—: The Tough hero ignores 1 point of damage from melee and ranged weapons.

FEATS
Brawl (Occupation)
Simple Weapons Proficiency (class feature)
Personal Fire Arms Proficiency
Improved Brawl (Bonus Feat)
Point blank shot
Improved Damage Threshold
Dodge

CLASS ABILITIES
Harm’s Way
Once per round, if the Bodyguard is adjacent to an ally who is targeted by a direct melee or ranged attack (but not an area effect), the Bodyguard can subject him or herself to the attack in the ally’s stead. If the attack hits the Bodyguard, he or her takes damage normally. If it misses, it also misses the ally.
The Bodyguard must declare his or her intention to place him or herself in harm’s way before the attack roll is made. The Bodyguard selects his or her ally either prior to combat or immediately after the Bodyguard makes his or her initiative check. The Bodyguard can’t change his or her ally for the duration of the combat.
[B/]Combat Sense[/B]
This ability allows a Bodyguard of 2nd level or higher to designate a single opponent during his or her action and receive a +1 competence bonus on attacks against that opponent. The Bodyguard can select a new opponent on any action.

LANGUAGES:
English, Gaelic

SKILLS: 56

Concentration………………………6 ranks +02 abil mod=+06
Drive……………….…..3 ranks +03 abil mod+1 Occ syn=+07
Intimidate…………………………...6 ranks +00 abil mod=+04
Knowldege (streetwise)…….………4 ranks +01 abil mod=+05
Listen…………………….…………2 ranks +01 abil mod=+03
Profession (Boxer)…………………2 ranks+01 abil mod=+03
Ride……………….….1 ranks+03 abil mod +01 occ syn=+04
Sense Motive……….…….…………3 ranks +1 abil mod=+04
Spot.....................................................4 ranks +1 abil mod =+05
Swim………..…….……..………….1 rank +02 abil mod=+03

BACKGROUND
Mickey Murphy was born to a poor, working class Irish family in Hell’s Kitchen. A rough and tumble childhood taught him to fight early on. Fortunately, for Murphy, he found a small boxing club called the Green Gloves that took him in and helped him to hone his talents and keep him off the streets. Murphy was born to box. He was going through opponents in Hell’s Kitchen left and right. He wasn’t always the biggest or the strongest guy in the ring, but he was quick, and Murphy could always take a punch. His ability to take hits earned him the nick name “The Irish Anvil”. In 1930, the sweet science finally was going to pay off for Murphy. He was getting his big break to box at Madison Square Gardens. He was on the opening card for a bigger fight. That was when the mob approached him. They wanted him to through the fight. The odds were in Murphy’s favor and the betting was going pretty well. But the mob was afraid of the losses and was looking for a little cushion and figured a young fighter would be easily swayed with some easy money. Now, had it been the Irish Mob, Murphy might have taken them up on the offer since they had helped him family during some rough times when he was a kid. But with these Italian goons, no way. Murphy wasn’t going to blow his big chance to make it to the next level. So Murphy went out and beat the hell out of his opponent, forcing a TKO in the second round. The mob was not happy. 5 goons paid Murphy a “visit”. The goons all left bloody and battered, but Murphy was left worse, beat to a pulp and with couple of broken bones. Worse still, the mob blackballed Murphy from boxing. So that even after a full year had gone by, and Murphy was whole and in shape again, he could find any big bouts to fight in. Depression set in. Murphy was till training at the Green Gloves in Hell’s Kitchen, but he wasn’t happy. He would go out and drink at night, often getting into bare-knuckled brawls for a few dollars. A promising life was headed for destruction. Then one night, bloody and tired, Murphy sat at the bar for an after-fight whiskey. A stranger sat next to him with strange pale eyes. He bought Murphy another beer, not touching to one in front of him. He spent some time talking to Murphy asking him about his career. He seemed to know quite a bit about Murphy. And Mickey got the strange feeling that he was looking inside him somehow, almost like the scouts used to, but this was different. But the strange man was buying so Mickey didn’t care. After a few hours, the man, produced a card and handed it to Murphy. “If you would like to have some honest employment Mr. Murphy, I could use a man like you”. And the man turned and walked away. Murphy sat in confusion, looking at the card, wondering what a guy like that needed with a dumb boxer. Still a job was a job. The next day found Murphy in front of a tall building that read “The Nightshade Corporation”. He went in and ask to see that man whose name appeared on the card “I’m here to see a Phaere Nightshade” he said. And so began Murphy’s career as a bodyguard for family whose life was far removed from what he knew. But Murphy learned to shrug off the strange things he saw, and focused on his job. The last couple of years, Mr. Nightshade has had him guarding his daughter Elizabeth.

APPEARANCE
Mickey Murphy (know as Mickey to his family, but most people just call him Murphy) is a powerfully built man. Lean and muscular from his long years in the ring. Those years are also evident on this face, the slightly crooked nose from being broken, and the small scars from quick corner work. Murphy often has that passive look bodyguards have, but he keeps his eyes and ears open, and still has the quick reflexes honed in the ring.
 
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Voda Vosa

First Post
Name: Lotka Kirdov
Smart Heroe 3 / Scientist 2
Occupation: Academic
Allegances: Science, himself, Russia
Age: 41

Height: 5'9"
Weight: 132 lb.
Eyes: Green
Head Hair: Grey,long, untidy.
Face Hair: Dark grey mustache
Skin: withe

Str: 12 +1.......... Level: 5
Dex: 14 +2.......... BAB: +2.......... Hit points: 6+3+4+3+4+10= 30
Con: 14 +2.......... Grapple: +3.......... Wound points: 14
Int: 18 +4 (+1)............................... Wealth bonus: 24+ (10+8+3+3)
Wis: 11 +0.......... Init: +2
Cha: 08 -1.......... AP: 7+

Defense: 14 = 10 base + 2 class + 2 dex

Ranged: +4
Melee: +3

................. Base........Mod..... Misc.... Total
Fort:.......... 3.......... +2.................... +5
Ref:.......... 1.......... +2.................... +3
Will:.......... 5.......... +0 .................... +5

Languages: Russian , English, Spanish, French, German,

Latin


Feats: Personal firearms proficience, Siemple weapon proficience (class), Combat expertise, Windlfall
Smart heroe Talents: Savant (Craft pharmaseutical), exploit weakness.
Bonus feat: Weapon Focus (Tokarev pistol)
Scientist: Scientific improvisation

Discoveries

Lvl 0
Kirdov's Regeneration vaccine pseudoprototype (Cure minor wounds)
Bioluminicent oil(Light)
Kirdov's Self improvement patch (Resistance)
Vocal strings improvement infusion(Message)
Improved morphine (Virtue)

Lvl 1
Kirdov's Self morphing serum (Change Self)
Vaccine of skin queratinization (Mage Armor)
Kirdov's Regeneration vaccine prototype (Cure Light wounds)


Skill Points: 48+12+12+11+11 Max Ranks: 8/4
Skills........................................... Ranks Mod Misc Total
Craft (Chemical)................................8 +4 +3 +15
Craft (pharmaseutical).......................8 +4 +5 +17
Craft (Writing)..................................4 +4 +8
Investigate....................................... 8 +4 +12
Knowledge (Physica science) ...............8 +4 +12
Knowledge (Earth and life) .............. 8 +4 +12
Profession(researcher)...................... 8 +0 +1 +9
Research........................................ 8 +4 +1 +13
Search............................................ 5 +4 +9
Depcipher scrpt................................ 8 +4 +2 +14
Read/Write language................................5 +4 +9
Speak Language Sapnish 1
Speak Language French 1
Speak Language German 1
Speak Language English 1
Speak Language Latin 1


Log:
Poison contact(Blindness 1d6 rounds initial) +5 to Save DC Creation Creation DC= 26, Roll= 30
Poison ingested(paralisis1d6 rounds initial) +5 to Save DC Creation DC= 25, Roll= 19 Fail, Reroll 35
Poison injury( Con dmg 1d6 rounds initial,2d6hp secondary) +3 to Save DC Creation DC= 22, Roll= 30
All wealth DC are under 12
Dosis: http://invisiblecastle.com/find.py?id=1292466

Equipment:
Poison (Contact (Blindness 1d6 rounds initial) +5 to Save DC) Dosis 3
Poison (Ingested (Paralisis1d6 rounds initial) +5 to Save DC) Dosis 3
Poison (Injury (Constitution dmg 1d6 rounds initial, 2d6hp secondary) +3 to Save DC) Dosis 3
Pharmacist kit
Weapon License
Leather jacket
Coat
Briefcase
Duc tape
Binoculars
Flashlight
Chemical Kit
Lab outfit
Vocal strings improvement infusion (30XP) -50 charges- 5lb
Bioluminicent oil (30XP) -50 charges- 5lb
Kirdov's Self improvement patch (30XP) -50 charges- 5lb
Kirdov's Regeneration vaccine prototype (60xp) -50 charges- 10lb
Kirdov's Self morphing serum (60xp) -50 charges- 10lb
Vaccine of skin queratinization(60xp) -50 charges- 10lb
Kirdov's Regeneration vaccine pseudoprototype(30xp) -50 charges- 5lb
Tokarev TT pistol
Caliber: 7.63mm Mauser
Shots: 8 per load
Country of Origin: Russia
Bullets

Background:
Named Lotka like his grandfather, Lotka Kirdov a smart young russian man was born in 1895 in Moscu. His life was centered in his studies. As Russia grew as a powerful cientific power in the world, Lotka finished his grade studies in biology and started working in the university of Moscu.
There, he met a man full of ideas, full of new theories, not about his science, but of an other sort. That mans name was Leon.
Lotka kept working in genetics and developed an amazing laboratory, one of the finest in all Russia. There, all sorts of inventions and new ideas where faced to tests, many failed, but some, some really worked!
It was a golden age for Lotka. But when life goes up as much as it could, it irrevocably, goes down. Stalín, took Russia government in 1924, after Lennins death. What once was a flourishing power, crumble beneath the dictatorial and dread rule Stalín putted upon Russia. Lotka managed to survive, reducing his experiments, and making what he was told. But as a friend of Leon Trosky, he was not to be forgiven. Fearing that he was the next in the list, as many of his friends were, Lotka fled to USA. He keeps posting with his few friends in Russia. Lotka would never imagine that the next year, 1937, Leon will flee to Mexico with Stalín assassins after him.
Now with a new life to be lived, Lotka Kirdov walks the streets of New York, he is a strange guy with a strange story to tell.

Appearance: Lotka is rather tall, with lots of untidy grey hair, and a big mustache, a little more black than grey, that curl upguards. His eyes are big, and always moving, looking, analyzing. His big nose moves lightly when he is thinking, making him look more like a lunatic than a recognized scientist.
Life has struck Lotka with some years of continuous fear for his life, so he carries a gun, everywhere he goes, fearing assassins to show up, and finish what they started back in Russia.
With that and all, he managed to get a job as university professor, and researcher in a Biology research laboratory. A side from his strage looks, he is a brilliant professional.
 
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Mirth

Explorer
Jack Castle

Human Male Strong Hero 3 / Shadow Hunter 2 (Urban Arcana)

Starting Occupation: Investigative

Strength 16 (+3)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 14 (+2)
Wisdom 11 (+0)
Charisma 10 (+0)

Size: Medium
Height: 6' 1"
Weight: 180 lb
Eyes: Grey
Hair: Black
Skin: Caucasian

WP: ???
VP: ???

Speed: 30 feet

Armor Class: 16 = 10 + 4 [class] +2 [dexterity]

Touch AC: 16
Flat-footed: 14

Initiative modifier: +2 = +2 [dexterity]

Fortitude save: +6 = 4 [base] +2 [constitution]
Reflex save: +5 = 3 [base] +2 [dexterity]
Will save: +3 = 3 [base]

Attack (handheld): +7 = 4 [base] +3 [strength]
Attack (missile): +6 = 4 [base] +2 [dexterity]

Grapple check: +7 = 4 [base] +3 [strength]

Reputation: +0 = 0 [base]

Action points: 33 (lifetime)

Talents:
Melee Smash
Improved Melee Smash

Feats:
Combat Martial Arts
Simple Weapon Proficiency [free]
Track
Weapon Focus (unarmed strike)
Personal Firearms Proficiency
Find Clues

Shadow Hunter class abilities
Target bonus +1 (level 1)
Swift track (level 2)
No trace (level 4)
Target bonus +2 (level 4)
Play a hunch (level 5)
Target bonus +3 (level 7)
Detect magical aura (level 8)
Locate target (level 10)


Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier
Balance Dex* 2 = +2
Bluff Cha 2 = +0 +2
Climb Str* 4 = +3 +1
Concentration Con 2 = +2
Craft (Str) Int 2 = +2
Craft (VA) Int 2 = +2
Craft (Wri) Int 2 = +2
Diplomacy Cha 2 = +0 +2 [sense motive]
Drive Dex* 2 = +2
Escape Artist Dex* 2 = +2
Forgery Int 2 = +2
Gamble Wis 0 = +0
Gather Info Cha 2 = +0 +2
Hide Dex* 2 = +2
Investigate Int 9 = +2 +6 +1 [Investigative]
Jump Str* 4 = +3 +1
Know (ArLo) Int 5 = +2 +3
Listen Wis 4 = +0 +4
Move Silently Dex* 2 = +2
Navigate Int 2 = +2
Research Int 4 = +2 +2
Ride Dex 2 = +2
Search Int 8 = +2 +6
Sense Motive Wis 7 = +0 +6 +1 [Investigative]
Spot Wis 2 = +0 +2
Survival Wis 2 = +0 +2
Swim Str** 4 = +3 +1
* = check penalty for wearing armor

Search >=5 ranks gives +2 on survival checks while tracking.

Background: Jack Castle is the perfect agent for the Military Intelligence Bureau (MIB) because of his nondescript appearance, his eye for detail and extrasensory talents. Affectionately known as the "Seekers," Jack's division of the MIB is directed to discover, collect and utilize all known artifacts of a occult or mythic nature. Jack's operative nickname is "Rook," both as a play on his last name, his affinity for dressing mostly in black and his ability to lay claim to objects he probably shouldn't able to. He is driven, loyal and extremely competent at his job, making him the go-to agent for his boss.

Appearance: Usually sporting a black turtleneck and slacks, Jack has the ability to blend into a crowd, preferring to observe from a distance rather than draw attention to himself. He has one of those faces that is hard to recall later, enabling him to slip in unnoticed in areas he normally wouldn't be allowed.
 
Last edited:

DrZombie

First Post
John McCain, airpilot

John McCain
Human Male Fast Hero 3 / Gunslinger 2

DrZombie


Strength 8 (-1)
Dexterity 17 (+3)
Constitution 12 (+1)
Intelligence 16 (+3)
Wisdom 10 (+0)
Charisma 14 (+2)
Size: Medium
Height: 5' 10"
Weight: 160 lb
Eyes: Blue
Hair: Blond
Skin: Light

Talents:


Evasion
Uncanny Dodge 1


Total Hit Points: 33

Speed: 30 feet

Armor Class: 19 = 10 +1 [leather jacket] + 5 [class] +3 [dexterity]

Touch AC: 18
Flat-footed: 19 [uncanny dodge]

Initiative modifier: +3 = +3 [dexterity]

Fortitude save: +2 = 1 [base] +1 [constitution]
Reflex save: +7 = 4 [base] +3 [dexterity]
Will save: +3 = 3 [base]

Attack (handheld): +2 = 3 [base] -1 [strength]
Attack (missile): +6 = 3 [base] +3 [dexterity]
Grapple check: +2 = 3 [base] -1 [strength]

Reputation: +1 = 1 [base]



Action points: 33 (lifetime)


Light load:26 lb. or less
Medium load:27-53 lb.
Heavy load:54-80 lb.
Lift over head:80 lb.
Lift off ground:160 lb.
Push or drag:400 lb.

Walther PPK autoloader [2d4, crit 20, range incr 30 ft., 1 lb, ballistic, semi-automatic]
Leather jacket [light; +1 AC; max dex +8; check penalty 0; 4 lb.]


Military (starting occupation)
Navigate
Pilot


Feats:
Point Blank Shot
Precise Shot
Simple Weapon Proficiency [free]
Aircraft Operation x1
Personal Firearms Proficiency
Surface Vehicle Operation x1

Mutations:


Skill Name Key Ability Skill Modifier = Ability Modifier + Ranks + Misc.Modifier
Balance Dex* 11 = +3 +6 +2 [tumble]
Bluff Cha 7 = +2 +5
Climb Str* -1 = -1
Concentr Con 1 = +1
Craft (Struc) Int 3 = +3
Diplomacy Cha 4 = +2 +2 [bluff]
Disguise Cha 2 = +2
Drive Dex* 7 = +3 +4
Esc Artist Dex* 3 = +3
Forgery Int 3 = +3
Gamble Wis 4 = +0 +4
Gath Info Cha 2 = +2
Hide Dex* 7 = +3 +4
Intimidate Cha 8 = +2 +4 +2 [bluff]
Jump Str* 1 = -1 +2 [tumble]
Know(streetwise) Int 6 = +3 +3
Listen Wis 0 = +0
Move Silently Dex* 7 = +3 +4
Navigate Int 7 = +3 +4
Pilot Dex* 12 = +3 +8 +1 [Military]
Research Int 3 = +3
Ride Dex 3 = +3
Search Int 3 = +3
Sense Motive Wis 0 = +0
Sleight of Hand Dex* 11 = +3 +6 +2 [bluff]
Spot Wis 6 = +0 +6
Survival Wis 0 = +0
Swim Str** -1 = -1
Treat Injury Wis 0 = +0
Tumble Dex* 9 = +3 +6


* = check penalty for wearing armor

Bluff >=5 ranks gives +2 on disguise checks to act in character.



Human


Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)

Gunslinger

Close Combat Shot (level 1)
Weapon focus (level 2, not listed as a feat)

Weapon:


John McCain's Equipment:




John McCain's Languages:



John McCain's Allegiance(s):




If you are using the wealth system from the core rulebook, roll 2d4 and add +1 (Military).

More about John McCain:
 

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