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Free Minded - OOC [closed]

Eric

Andrew Tygers - Field Technician
Combat
Skills:
* Gunnery +2
* Firearms +3
* Throwing +5
Features:
o Area Burst Fire (spending 10 bullets in a shot, the attack roll targets every character in a Close formation)
o Armor Proficiency (the character has training on armored combat, he may add +2 armor bonus to defense)
o Combat Pilot (when piloting or driving a vehicle you may take a maneuver (Good) to get a +2 bonus to attack from moving the vehicle in an advantageous position)
o Evasion (half damage from area attacks)
o Flesh Wound (12)
o Grenades
o Improved Life Threshold (+2)
o Pistols
o SMGs
Knowledge
Skills:
* Biology +2
* Chemistry +3
* Computer Programming +2
* Cryptography +4
* Cybertech +5
* Medicine +5
* Robotics +4
* Security Systems +2
Features:
o Explosives
Perception
Skills:
* Net Navigation +3
* Search +5
Features:
o Junkmeister (+2 bonus on search rolls to find useful components)
o Scrounge (the character receives a +4 competence bonus to any search rolls to find useful components)
o Danger Sense (roll Perception. With a Good success the character is usually aware that there is something wrong. This pertains only to personal danger, not danger to others. In an ambush this ability is only activated soon enough for the character to not be caught unaware, he has no time to act previous to an attack)
Social
Skills:
* Discern Motives +2
Tech
Skills:
* Computer Operation +5
* Demolitions +3
* Drive +2
* Electronics Engineer +5
* Locksmith +2
* Mechanical Engineer +5
* Medicine +5
* Sensor/Comm Systems +5
* Traps +5
Features:
o Cybertech
o Explosive Disposal (+4 bonus to neutralize explosives)
o Improve Kit (spend 1 Tech Strain and work for one hour at a mechanic, electric, cyber or medicine kit, that kit offers a +1 bonus to the next 10 uses the character makes of it)
o Keep it Together (spend 1 Tech Strain, as a Complex Action you may keep a piece of mechanical tech you are actively working on to keep working even after it is under disabled threshold)
o Mechanics (Aircrafts)
o Mechanics (Anthropomorphic)
o Mechanics (Automobiles)
o Mechanics (Weapons)
o Electronic Warfare
o Mr/Ms Fixit (+2 to any repair roll)
o Overtorque (with one hour to prepare, you may select one of the following modifications to the vehicle: speed +25%, handling +4, defense +2, hits +10, armor +2; these modifications last for 10 minutes after they enter into effect; increase the error-range of any vehicle modified in this way by 1)
o Recycler (+2 competence bonus on mechanics, electronics, cybertech, chemistry or any other technical skill to recover components when unassembly a piece of tech)
o Saboteur (+2 to any disable device roll)
Body
Skills:
* Endurance +4
Features:
o Fast Reflexes
Mind
Skills:
* Concentration +2
CYBERTECH
# Bio-computer (4 hard and 4 control slots; cost 1)
Neuralware Storage (1 hard, cost 2) (20KW capacity)
Chipware Slot (1 hard, cost 2)
Chipware Slot level 2 (1 hard, cost 4)​
# Interface Plug (cost 1)
 

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Alexandre

Sasha J. Sophastinov - Robot Operator
Combat
Skills:
* Gunnery +5
* Heavy Weapons +3
* Pistols +2
* Rifle +3
Features:
o Autofire Proficiency (Penalties for autofire mode is -1 recoil penalty per extra bullet)
o Autofire, Mastered (you may select up to 3 targets in an area covered by your autofire attack that are not hit; req Autofire Proficiency)
o Extra Maneuverability (when piloting a mecha , each round you are allowed a Drive or Pilot test, a Good success allows you to select either a +2 position bonus to attack or defense)
o Evasive Action (once per round when hit in combat you may select to do a Maneuver test with your vehicle, if your result is equal or higher than the attack result lessen damage taken by the vehicle by half)
o Feedback Resistant (lessen biofeedback damage by 4)
o Flesh Wound (12)
o Gun Fu (you may use a handgun weapon when engaged in melee without provoking an attack of oportunity)
o Improved Life Threshold (+4)
o Mecha Close Combat (you take no -4 unfamiliarity penalty for using your mecha in close combat and you may apply the benefits of several features to operations with your mecha)
o Mecha Combat (Class II chassis) (+1 to defense with chosen Mecha chassis)
o Rocket Expertise (when you use a rocket select to give its blast an extend or shortened effectiveness (adding or subtracting 0.5m to its blast effect))
o Weapon Boost (when operating an energy weapon mounted on a vehicle, you may take up to a -5 penalty to all tests pertaining to the vehicle and weapon systems (driving, piloting, firing, etc) for one round and make an attack with a +3 bonus to damage for every -1 penalty you took)
Knowledge
Skills:
{* Area Knowledge (Western Europe Roads) +5}
{* Area Knowledge (American Roads) +4}
* Robotics +4
* Vehicle Design +4
Stealth
Skills:
* Conceal +4
* Prowl +5
Features:
o Camouflage (you can use natural environment features to improve concealment, if you have 1 minutes per m^3 you have to conceal you get a +4 bonus)
o Shadowing (+3 specialist bonus to offset Prowling penalty when following someone trying not to be noticed)
Perception
Skills:
* Navigation +3
* Scan +5
* Search +3
Features:
o Stakeout (by spending 2 Perception Strain every hour when doing surveillance, you receive a +4 bonus to offset penalties for Continuous task (usually -6))
o Surveillance (you spend 1 Perception Strain to use Scan instead of Awareness on the area you are surveilling for one hour)
Tech
Skills:
* Computer Operation +4
* Drive +5
* Electronics Engineer +5
* Pilot +5
* Explosives +4
* Mechanics +4
* Sensor/Communications Systems +5
Features:
o Anthropomorphics (mehcs)
o Baby It (you may ignore up to -4 penalty due to vehicle damage to any vehicle you are directly operating)
o Boats
o Cars
o Electronic Warfare
o Helicopters (rotor aircraft)
o Mecha Operation (Class II chassis)
o Multi-task controller (penalty for controlling multiple drones at once drops to -1 per drone)
o Planes (fixed wing)
o Remote Operations (offsets up to -5 penalty)
o One Hand on the Wheel ... (you take only a -2 penalty to drive tests when performing non-driving actions in the same round)
o Robomancer (any attempt to build or repair a robot takes 20% less time)
o Saboteur (+2 to any disable device attempt)
CYBERTECH
# Cybernetic Replacement of both eyes (1 cover, 2 device housings; cost 2)
# Video-Rig (cyberlink on the sight nerves; 4 hard and 5 soft slots; cost 1)
Infravision (1 device; cost 8) (infra-red vision, +8 cyber bonus to compensate for darkness; effective up to 100m)
Flare Compensation Software (1 soft; cost 6) (+4 cyber bonus protection against flash attacks, neutralizes strobes)
# Bio-computer (4 hard and 4 control slots; cost 1)
Neuralware Storage (1 hard, cost 3) (30KW capacity)
"Psiber" Transcendental Web (2 hard; cost 5) (allows full sensory immersion)
Smartride II Link (1 control; cost 8) (+4 cyber bonus to maneuver rolls in a vehicle, +6 cyber bonus to other vehicle related tests)
Smartgun Link (1 control; cost 2) (cyber control of several weapon actions with a linked weapon; eject clip, change firing mode and many others become Free Actions)
# Interface Plug (cost 1)
# Interface Plug (cost 1)
# Interface Plug (cost 1)
 

Danilo

Rex Andurski - "Light" Weapons Specialist
Combat
Skills:
* Firearms +5
* Melee +5
* Missile +4
* Throw +5
* Unarmed +5
Features:
o Armor Proficiency (the character has training on armored combat, he may add +2 armor bonus to defense)
o Coolness Under Fire (you receive a +2 bonus to offset the penalty for firing against the target of cover fire and only receive half the penalty when target of suppressive fire)
o Dodge, Improving (designate an enemy that hit you in combat this round, each subsequent round the same enemy hits you and you designate him, you receive a cumulative +1 competence bonus to defense until either he misses or doesn't attack you for a round; max +8)
o Field Shooter (+2 competence bonus to compensate snap shot penalty)
o Flesh Wound (16)
o Giving Ground (get as much as -5 penalty to attacks to get equal bonus as defense; you may not make a ranged attack, for every -1 you take you must go back 1m)
o Gun Fu (you may use a ranged handgun when engaged in melee without provoking an attack of oportunity)
o Improved Life Threshold (+4)
o Knives
o Needler
o Pistols
o Quick Aim (allows to get +1 targeting bonus to every acquired target)
o Quick Draw (you may draw weapons as a free action)
o Rifles
o Swords
o Vitals Strike (against creatures of known anatomy, add +4 to damage with a melee attack; req Melee Good)
Knowledge
Skills:
* Demolitions +4
* Security Systems +5
* Tactics +3
Stealth
Skills:
* Conceal +4
* Prowl +5
Features:
o Ambush (you may use your Conceal skill with a +4 competence bonus for up to 4 individuals. The concealment is only effective as long as there is no one actively looking for an ambush. Otherwise the roll you made for others than yourself suffers a -8 circumstance penalty (partially balanced by the previous bonus))
o Light Step (The character is much less likely to set of traps. Any time the character could have activated a trap, he must roll against Great Stealth to avoid springing the trap. Note: The character must not be aware of the trap to be entitled to the roll, but he must be moving by his own means, not being carried, riding, driving or piloting.)
Perception
Skills:
* Awareness +5
* Scan +3
* Search +3
Features:
o Trap Finding (you know where to look for traps, you receive a +4 competence bonus to all Perception rolls to detect traps)
o Detect Ambush (+4 competence bonus to notice ambushes)
Social
Skills:
* Intimidation +5​
Tech
Skills:
* Drive +3
* Mechanics +4
* Medicine +3
Features:
o Bike
o Car
o Mechanics (Firearms)
Body
Skills:
* Athletics +5
* Climbing +4
* Parachuting +5
* Running +5
Features:
o Fast Runner (+10% speed)
o Manual dexterity (+2 inborn bonus to actions requiring manual ability)
o Swim
Social
Skills:
* Concentration +4​
CYBERTECH
# Bio-Computer (4 hard and 4 control slots; cost 1)
"Forge" Lightning Reflex Booster (1 control; cost 6) (+4 cyber bonus to initiative in combat)
Smartgun Link (1 control; cost 2) (cyber control of several weapon actions with a linked weapon; eject clip, change firing mode and many others become Free Actions)
# Cybernetic Replacement of both eyes (1 cover, 2 device housings; cost 2)
# Video-Rig (cyberlink on the sight nerves; 4 hard and 5 soft slots; cost 1)
Flare Compensation Software (1 soft; cost 6) (+4 cyber bonus protection against flash attacks, neutralizes strobes)
"Forge" Targeting System (1 cover; cost 2) (+1 targeting bonus on ranged attacks)
Light Intensification (1 soft, 1 housing; cost 6) (halves darkness penalties, -3 to distinguish colors, limited to 250m)
Teleoptics (1 soft; cost 2) (x10 magnification, acts as level 1 targeting scope)
# Interface Plug (cost 1)
# Interface Plate on the hand (cost 1)
 

Carlos

Jack O'hara - Chicago SWAT Lieutenant
Combat
Skills:
* Firearms +5
* Melee +3
* Throwing +3
* Unarmed +5
Features:
o Assassin (with an aimed shot you receive a +6 insight bonus to damage when firing against biological enemies with a known biology)
o Avoid Blow (spend 1 Combat Strain, add +4 to defense against 1 attack)
o Bullseye (at 50m or more, take up to -5 to hit to add the same to damage; req Precise Shot)
o Coordinate Fire (you get a +1 bonus to hit for every ally that has fired at the same target earlier that round, max +4; req Targeted Burst Fire)
o Diving Shot (if you move and attack in a round, you get a +2 bonus to any defense until your next action)
o Flesh Wound (14)
o Hail of Bullets (any time you make a Burst Shot you may opt to do 2 Burst Shots instead, each with a -5 penalty to hit; req Targetted Burst Fire)
o Improved Life Threshold (+4)
o Initiative, Fast (+4 bonus to initiative)
o Lightning Strike (if you have a drawn weapon or the quick draw feature you may take as much as -5 to attacks to add +5 to initiative; this must be declared before iniative is rolled)
o Non-Lethal Force (you may make your melee attacks causing non-lethal damage with no penalties to attack)
o Precise Shot (doesn't take -4 penalty for firing into a melee)
o Sharp Shooter (receive a +2 competence bonus to offset cover penalty)
o Shotguns
o Shot on the Run (cancel the penalty to shoot while taking a move action (on your own legs, not from a vehicle))
o Sniper (reduce range penalty by 2)
o Sniper Rifles
o Tactical Aid (as a standard action the character gives all allies within sight or hearing range a +1 bonus to attacks; req Tactics)
Knowledge
Skills:
* Area Knowledge (Chicago) +4
* Criminal Sciences +3
* Cybertech +3
* Intelligence Analysis +2
* {Law +3}
* Security Systems +3
* Tactics +5
Stealth
Skills:
* Conceal +2
* Prowl +5
Features:
o Silent Running (The character is able to move very fast and at the same time very discretely. Spend 1 Stealth Strain, the character needs not reduce his movement to use Prowl or Conceal for one full round)
Perception
Skills:
* Awareness +5
* Scan +5
* Search +4
Features:
o Notice Traps (bonus to spot and search)
o Detect Weapons (+4 competence bonus to Perception to notice concealed weapons on an individual)
o Forensics (+4 competence bonus on search and criminal science)
o Quick Scan (as a Standard Action the character may make a single Search roll against every relevant feature in an area up to 100 m away, enemies, alarms, surveillance devices, traps, escape routes and other noteworthy features are all detected with a Good result; hidden enemies are targeted with their normal abilities and tested against)
o Stakeout (by spending 2 Perception Strain every hour when doing surveillance, you receive a +4 bonus to offset penalties for Continuous task (usually -6))
Social
Skills:
* Diplomacy +4
* Discern Motives +4
* Intimidation +4
Tech
Skills:
* Computer Use +3
* Drive +2
* First Aid +4
Features:
o Trucks
Body
Skills:
* Athletics +5
* Climbing +4
* Running +2
Features:
o Ambidexterity
o Fast Reflexes
o Fast Runner (+10%)
Social
Skills:
* Concentration +2​
 

Pt

Mal Perez - OGRE Soldier
Combat
Skills:
* Firearms +4
* Gunnery +4
* Heavy Weapons +3
* Unarmed +5
Features:
o Armed to the Teeth (as a Standard Action, you may make an attack with a melee weapon and a ranged weapon with a -2 penalty)
o Armor Expertise (OGRE power armor) (the character has specialized in an armor type, with that armor type, the character receives a +3 armor bonus to defense and +3 proficiency bonus to damage reduction)
o Armor Proficiency (the character has training on armored combat, he may add +2 armor bonus to defense)
o Autofire Proficiency (Penalties for autofire mode is -1 recoil penalty per extra bullet)
o Autofire, Controlled (you may concentrate autofire to a few targets, select how many bullets you fire against each target, add +1 to damage per bullet on the same target; req Autofire Proficiency)
o Avoid Blow (spend 1 Combat Strain, add +4 to defense against 1 attack)
o Coolness Under Fire (you receive a +2 bonus to offset the penalty for firing against the target of cover fire and only receive half the penalty when target of suppressive fire)
o Elusive Target (when engaged in melee you impose an additional -4 penalty on any ranged attacks against you)
o Flesh Wound (14)
o Gun Fu (you may use a ranged handgun when engaged in melee without provoking an attack of oportunity)
o Gut Shot (if you use a firearm when engaged in melee every attack you expend a Combat Stamina point on and that causes damage receives a +5 bonus to damage; req Gun Fu)
o Hail of Bullets (any time you make a Burst Shot you may opt to do 2 Burst Shots instead, each with a -5 penalty to hit; req Targetted Burst Fire)
o Heavy Hitter (add half the character's strength bonus to any melee damage)
o Improved Life Threshold (+6)
o Knockdown (spend 1 Combat Strain, for 1 round every creature hit by a melee attack must succeed at an oposed strength check or be knocked down by the force of the character's blows, the character receives a +2 competence bonus to the check)
o Machine Guns
o Perfect Stance (you may brace a weapon as a Free Action, you may brace non-tactical weapons with no solid surface, you receive a +2 bonus to frame to compensate for recoil)
o Unarmed - Knockout Punch
Knowledge
Skills:
* Cybertech +2
* Demolitions +5
* Robotics +2
* Tactics +1
Stealth
Skills:
* Conceal +3
* Prowl +4
Features:
o Fool Sensors (receive a +4 competence bonus to Stealth when oposed by electronic sensors)
o Conceal Signature (receive a +2 competence bonus to conceal a vehicle's signature)
Perception
Skills:
* Awareness +4
* Navigation +3
* Tracking +2
Social
Skills:
* Intimidation +5
Tech
Skills:
* Computer Use +2
* Drive +2
* Electronics Engineer +2
* Mechanical Engineer +2
* Sensor/Comm Systems +4
Features:
o Power Armor Training
Body
Skills:
* Athleitcs +4
* Endurance +4
Features:
o Power Jumping
o Running
o Strength - Strong (add +3 body bonus to any strength roll)
Mind
Features:
o Fearless (add +4 competence bonus to resist fear)​
Outdoors
Skills:
* Survival +5​
Features:
o Survival (Jungle)​
 
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