Play-by-Comment Character Roster

(This will be updated as new victims recruits become available…)

Damocles (John): Near-Human Enforcer 1 (0 XP), 11 hp, AC 2 (Brewster body armour & Stop-sign shield), MV 6″, SV +5, FuBar (med melee Atk +1, 1d8) or boar spear (hvy melee Atk +1, 1d10).

Might +4, Skill +2, Lore +2. Creep: Mild. Mutations: Danger sense (psi-power; ignore surprise), chronic asthma (-2 to Might checks, must rest 1-in-6)

Possessions: Surface Expedition gear (including a sharpening stone, large plastic sheet, extra pair of boots, small cooking pot, blanket, 3 bottles of water, and 10-5 ft iron bars that have threaded ends that connect to make a ladder), Brewster body armour, Stop-sign shield, FuBar, boar spear, rad tab (green).

Damocles was separated from his first group months ago, and decided to keep exploring on his own. He is a bit lost. He found a old set of armour and although it is very heavy it provides excellent protection. While he does not know where he is in relation to Tau, he is very knowledgeable of the surrounding terrain. Damocles did not learn of his asthma until he left and went exploring. When he is not gasping for breath, he is quite talkative.



 

Shorty (Dr. Intensity): Human Scout 1 (0 XP, +10% bonus), 10 hp, AC 7 (rough cloth armour), MV 15″, SV +6, rugged steel machete (med melee Atk +0, 1d8) or pipe rifle (med ranged Atk -1, 1d8).

Might +7, Skill +11, Lore +7. Creep: None.

Possessions: Surface Expedition gear, rough cloth armour, rugged steel machete, pipe rifle (with ammo), rad tab (green).

Shorty has been sneaking around Tau for years hoping for her chance to join a Surface Expedition Team. She is short both in stature and patience.



6 Responses to “Play-by-Comment Character Roster”

  1. John Says:

    Did you get my email with the proposed character?

  2. What does SV stand for?

  3. “SV” stands for “Save”, as in “Saving Throw”.

    • How would one go about determining the SV of a character?

      • It’s part of the character class. See the Core Rules or Genotypes and Classes pdfs for the details.

        From the Core Rules:

        Saving Throws
        A saving throw allows a character to avoid a threat or lessen its effect. Saves are usually divided into fortitude, reflex, or willpower categories. Roll 1d20 + rank (or HD); a result of 20+ indicates a save. Enforcers add +4 to this roll, Scouts add +5, and Thinkers add +3.
        Humans and Near-Humans gain an additional +1 bonus to saving throws.

      • Thank you!

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