ThoughtBubble said:
Very sweet. You're going to have a couple of embarrassing stories for each person to tell about their siblings right? How about stupid nicknames?
I'm gonna let the players improvise some of that. As a man with four sisters, I am fascinated by the dynamics of a large group of siblings.
Here's some stats, albeit with crappy formatting...
Alexander Quirk, M.D., Ph.D.
Smart Hero 2 / Dedicated Hero 2 / Field Scientist 10
S 13 +1 Hit Points: 88
D 14 +2 Defense: 23 [16 flatfooted, +1 vs. melee]
C 15 +2 Fort:+9
I 20 +5 Ref: +7 Action Points: 3
W 16 +3 Wil: +10
C 10 +0 Reputation: 5 Wealth: 14
Occupation: Doctor [class skills: Treat Injury, Search]
Skills:
Computer Use +17 [12+5]
Craft: chem +15 [10+5]
Craft: elec +11 [6+5]
Craft: pharm +10 [5+5]
Decipher Script +17 [10+5+2]
Disable Device +17 [12+5]
Investigate +20 [15+5]
K: behavioral +22 [15+5+2]
K: earth/life +22 [15+5+2]
K: physical +28 [16+5+7]
K: technology +22 [15+5+2]
Research +23 [16+5+2]
Search +10 [5+5]
Sense Motive +8 [5+3]
Spot +8 [5+3]
Treat Injury +18 [15+3]
Read/Write/Speak English [native], German, Russian, Tibetan
Base Attack Bonus: +7/+2
Melee: +8/+3 Ranged: +9/+4
Attacks: Attack Damage Crit Range
Unarmed [CMA] +8 1d4+1 20 --
Colt automatic +12 2d6 20 30 feet
Full Attack: Attack Damage Crit Range
Unarmed [CMA] +8/+3 1d4+1 20 --
Colt automatic +12/+8 2d6 20 30 feet
Equipment:
Colt M1911A1 Springfield Armory Custom[9mm autoloader pistol]
Damage: 2d6 Magazine: 14 box
Critical: 20 Size: Small
Damage Type: Ballistic Weight: 4 lbs
Range Increment: 30 ft. Rate: SemiFeats:
Simple Weapons Proficiency
Defensive Martial Arts [+1 Defense v. melee attacks]
Personal Firearms Proficiency
Educated [+2 to K: physical, K: tech]
Combat Martial Arts [1d4 lethal/nonlethal damage, considered armed]
Surgery [no -4 penalty for performing surgery]
Combat Throw [+2 to Str, Dex on trips and grapples]
Combat Expertise [Reduce attack up to -5, increase Defense]
Improved Trip [Trip an opponent and get a free melee attack]
Educated [+2 to K: behavioral, K: earth/life]
Improved Combat Throw [Free trip if opponent misses]
Studious [+2 to Research, Decipher Script]
Class features:
Savant: +2 to K: physical science
Skill Focus: +3 to K: physical science
Smart Defense: Adds Int bonus to Defense, expect when flatfooted
Scientific Improvisation: MacGyver equipment
Skill Mastery: Can take 10 on the following, even if stress and distractions would normally prevent him from doing so: K: behavioral, K: earth/life, K: physical, K: tech, Search, Research, Treat Injury
Major Breakthrough: +2 Reputation when dealing with anyone with at least 1 rank of K: physical sciences; +6 Wealth
Smart Survival
Smart Weapon: Can use his Intelligence to modify pistol attack rolls
Christopher Quirk
Tough Hero 2 / Smart Hero 2 / Field Guide 10
S 15 +2 Hit Points: 132
D 12 +1 Defense: 19 [18 flatfooted, +1 vs. melee]
C 17 +3 Fort: +10
I 14 +2 Ref: +6 Action Points: 3
W 16 +3 Wil: +8
C 13 +1 Reputation: 7 Wealth: 12
Occupation: Adventurer [class skills: Survival, Hide; bonus feat: Personal Firearms Proficiency]
Skills:
Climb +11 [9+2]
Navigate +18 [14+2+2]
Decipher Scr +7 [5+2]
Repair +7 [5+2]
Diplomacy +10 [9+1]
Research +7 [5+2]
Gather Info +5 [4+1]
Search +7 [5+2]
Hide +10 [9+1]
Spot +12 [9+3]
K: arcane +7 [5+2]
Survival +21 [16+3+2]
K: earth/life +7 [5+2]
Swim +11 [9+2]
K: history +7 [5+2]
Treat Injury +12 [9+3]
Move Silently +10 [9+1]
Read/Write/Speak English [native], Spanish, French, Swahili, five others
Base Attack Bonus: +9/+4
Melee: +11/+6 Ranged: +10/+5
Attacks: Attack Damage Crit Range
Unarmed [CMA] +11 1d4+2 20 --
Shotgun +10* 2d8+1** 20 60 feet
*+11 at point blank range
** -1 per range increment
Full Attack: Attack Damage Crit Range
Unarmed [CMA] +11/+6 1d4+2 20 --
Shotgun +10/+5* 2d8+1** 20 60 feet
*+11/+6 at point blank range
** -1 per range increment
Equipment:
Mossberg M9200A1 Jungle Gun [12-gauge semiautomatic shotgun]
Damage: 2d8+1 Magazine: 5 internal
Critical: 20 Size: Large
Damage Type: Ballistic Weight: 8 lbs.
Range Increment: 40 ft. Rate of Fire: Semi
Feats:
Simple Weapons Proficiency
Personal Firearms Proficiency
Defensive Martial Arts [+1 dodge bonus v. melee attacks]
Surface Vehicle Operations [powerboats]
Combat Martial Arts [1d4 lethal/nonlethal damage, considered armed]
Far Shot [multiply range by 1.5, 2 for thrown weapons]
Point Blank Shot [+1 attack and damage within 30 feet]
Guide [+2 Navigate, Survival]
Dead Aim [2 to ranged attack if full round spent aiming]
Endurance [+4 on certain Swim, Con, and Fort checks]
Track
Renown [+3 to Reputation]
Archaic Weapons Proficiency
Class Features:
Linguist: Intelligence check [DC variable] to understand unfamiliar language
Stamina: Heals twice as fast as normal
Well-Traveled: Can spend one action point and make a check [d20 + Charisma + Field Guide levels; DC variable] to attempt to locate a potential ally anywhere.
Jury-Rig: +4 to jury-rig repairs; can jury-rig as a standard action
Skill Mastery: Can take 10 on the following, even if stress and distractions would normally prevent him from doing so: Navigate, Treat Injury, Repair, Search, Spot
Appraisal: +10 to Knowledge checks to determine object’s value
Better Lucky than Good: Once per day, can spend two action points to modify a single roll. However, if any action point die comes up as a one, no bonus from that die applies.