Saul

A place for us to stow character sheets whose players haven't been around for a while, as an alternative to deleting them in case the player does return.
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Saul

Quote

Post by Halvor »

[Note: This char is placed in the Fallout universe as defined by the original canon (Fallouts 1 & 2). Fallout 3 and Fallout: BoS are discounted entirely, and anything from Fallout Tactics (that does not {directly or indirectly} contradict the established canon) is considered canon. And I admit that I injected some Stargate canon in there- as far as i know the FO universe doesn't have Quantum Mirrors.]
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DW CHARACTER SHEET 5.0

<<> Player Info <>>
IRC Nick: Halvor
Real Name (Optional):
Time Zone (GMT Modifier): -8 GMT
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<<> Character Information <>>

-= Basics =-

Name: Saul
Race: Human
Height: 5'10"
Weight: 185 lbs
Appearance: Saul has a roughly average build, close-cut hair, and is identified by black-ink tatoos as being a captain of the Vangrian Gaurd.
Eye Color: Black
Hair Color: Black
Notable Features: The index and middle finger of his left hand have been replaced by servo-powered prosthetics. The captain's insignia is inked on his right shoulder as well as the Vangrian Gaurd logo (stylized VG)

-= Personality =-

Favorite Food: Barbequed Brahmin, especially the ribs. He has fond memories of firing up the 'grill' with his pals.
Likes: Making a difference, regardless of what that difference is- Although he tends to do the morally right thing, he's far from being a saint.
Dislikes: The Enclave, and any similar orginization.
Favorite Color: Bronze
Fears: Radiation poisoning- he knows how prolonged exposure can really mess you up (you either become a ghoul, or die painfully, at least in the FO Universe)

-= Background =-

History: Saul was born and raised in a small farming community, not far north of the NCR. While life was peaceful and Saul was decently well-off, Saul still felt as if his calling was elsewhere. When he was 17, a group of mercernaries, named the Vangrian Gaurd, passed through his town. Interested, Saul asked to join. As it happens, The Vangrian Gaurd was, at the time, in bad shape- they were gathering for a large operation, but had been ambushed by Deathclaws. Unprepared for such an attack, the Vangrian Gaurd suffered heavy casualties, and were fortunate to have survived at all. New blood was needed, and Saul had just volunteered. He was soon accepted and given 'basic training' by Serg, a veteran who had lost a leg in the deathclaw attack. Serg eventually became Saul's friend and mentor. From the start, Saul was a capable soldier and soon became known as being honest and skilled in combat, a valuable reputation for any merc to have. Saul began to do high-end bodygaurd jobs by the age of 19. The Vangrian Gaurd, however, was still in a state of disrepair. Rumours of metal-clad super soldiers (who they would later know as being Enclave patrols) spread like wildfire, crippling recruitment rates for many mercernary groups. Saul was eventually assigned to a recruitment post, at which he showed a natural talent. Saul was very convincing, and was especially good at preying upon those who were as he once was- those who longed for adventure. As a reward for his incredible service record and natural skill, Saul was given the rank of Captain at age 20. Three months after his promotion, he was tasked with a recon mission. A Gaurdsman had been informed of a supposed military warehouse located in southern Nevada. Saul was supposed to check the coordinates to verify this, and then to establish the potential value of the contents. The warehouse, of course, was Area 51. It contained all technology procured by the stargate program until the Great War, and was left intact through the war (possibly due to the use of some of the technology contained there, it seems unlikely that Area 51 could be excluded as a military target). Saul lead a team of 5, and encountered little resistance. As they were searching the warehouses, Enclave strike forces began to move in, having been alerted to the base's existance and situation after Saul's team triggered a 'silent alarm' defence system. Saul's team was massacred, but Saul managed to escape through the Quantum Mirror. To phrase that more accurately, Saul had already triggered the Quantum Mirror by accident, and therefore vanished from his original universe.
Notable Accomplishments:
Training (If any):

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<<> Statistics <>>
500 points to distribute

Vital Statistics

Physical

Health: 85
Hit Points: 5100/5100 HP (Health * 60)

Dexterity: 70
Style Points: 280 StP (Dexterity * 4)

Strength: 90
Inventory Slots: 9 (+1 Slot for every 10 Strength)
Base Physical Damage: 270 (+1 Bonus for every 10 Strength * 30)
Maximum Carry Weight: 360 (+1 Bonus for every 10 Strength * 40) lbs (pounds)

Endurance: 95
Defense (Damage Absorb): 360 (+1 Bonus for every 10 Endurance * 40)

Mental:

Intelligence: 100
Magic Points: 500/500 MP (Intelligence * 5)
Skill Points: 400 SkP (Intelligence * 4)

Magic Affinity: 0
Spell Points: 0 SpP (Magic Affinity * 4)
Magic/Psionic Level: 0 (+1 Magic Level per 5 levels of Arcane Arts/Psionic Mastery Skills)

Spirit: 15
Base Magic Damage: 30 ( ((Spirit +1/10) + (Arcane Arts/Psionic Mastery Skill Level)) * 30 )

Willpower: 50
Magic/Psionic Damage Soak: 200 (+1 Bonus for every 10 Willpower * 40)

Luck: 0
Luck Points: 0 LP (+1 Luck Point for every 50 Luck)
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<<> Skills <>>
0/400 Skill Points (Current/Maximum)

0: Untrained | 5: Hobbyist | 10: Novice/Beginner | 15: Dedicated Student | 20: Educated/Trained | 25: Professional | 30: Advanced | 35: Specialist | 40: Expert | 45: Adept/Prodigy | 50: Master

Athletic Skills
<skill> <level> <points>
Run; 5 ; 25
Reaction; 5; 25
Roll; 5; 25

Honed Perception Skills
<skill> <level> <points>

Minor Skills
<skill> <level> <points>
Lock Picking; 5; 25

Combat Skills
<skill> <level> <points>
Weapons proficiency (Assault Rifles); 15; 130
--Tracer Round
-Cost: 10 SP
-Skill Level Required: 5
-Type: Bonus
-Effect: The bonus given by a tracer round is doubled.
--Suppressing Fire
-Cost: 10 SP
-Skill Level Required: 5, automatic weapon
-Type: Enabler
-Effect: Suppressing fire gives you a -40 to attack, on your round, however a enemy -not behind cover at the end of the round are automatically hit by fire. Instead of -automatic weapons, a group of 4 or more archers may declare this skill to the same -effect.
--Strafe
-Cost: 30 SP
-Skill Level Required: 15, automatic weapon
-Type: Enabler
-Effect: Allows for a single burst of fire which strikes up to 1d3 enemies grouped -together. A rapid fire weapon is required.

Magic Skills
<skill> <level> <points>

Knowledge Skills
<skill> <level> <points>

Vehicle Skills
<skill> <level> <points>

Survival Skills
<skill> <level> <points>
Survival (ambush); 5; 25
Survival (desert); 5; 25
Navigation; 4; 20

Crafting Skills
<skill> <level> <points>
Craft (explosive); 5; 25
Craft (ammunition); 5; 25

-= Advanced Skills =-



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<<> Abilities <>>

-= Physical (Style Points) =-
___/___ Style Points (Current/Maximum)




-= Magical/Psionic (Spell Points) =-
___/___ Spell Points (Current/Maximum)



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<<> Feats <>>

(* denotes feats possessed at Character Creation)

* Feat 1 (Free)-
Adaptation
Associated Statistic: Endurance
Description: The character is able to adjust easily to any environment, and is able to use different pieces of it to their advantage. Example: using pieces of the environment for makeshift shelters, tools, or food.
Effect: +10 to Survival Skill checks.

* Feat 2 (100 XP)-
Dodge Mastery
Associated Statistic: Dexterity
Description: The character exhibits a sort of 'second nature' about 'the five D's of dodging' (dodge, dip, duck, dive, and dodge), whether it includes using the environment or a weapon to defend themselves, or simply getting out of the way.
Effect: +5 to flat-foot ('Reaction'-based) dodge, +10 to regular ('Roll'-based) dodge, and blocking with a weapon ('Weapons Proficiency'-based dodge)

* Feat 3 (200 XP)-
Improved Endurance I
Associated Statistic: Endurance
Effect: The character gains a +2 to every 10 points in Endurance the character has for his/her Survival Roll.
Example: The character has a 60 Endurance. Normally this would grant +6 to the roll, but with this Feat it is raised to +12.

* Feat 4 (300 XP)-
Physical Offensive Mastery
Associated Statistic: Dexterity
Description: The character has an almost intuitive grasp of inflicting harm on an object or enemy, whether it be armed with almost any weapon or completely unarmed.
Effect: +10 to physical attack rolls. (Weapons Proficiencies, Martial Arts)

* Feat 5 (400 XP)-
Speech Craft
Associated Statistic: Willpower
Description: The character bears the 'gift of the silver tongue' -- the mark of a true officer (and a liar) -- and has an intuitive grasp of communication, able to negotiate from different viewpoints in a very persuasive fashion, giving them an edge when dealing with others.
Effect: +10 to Diplomacy checks

* Feat 6 (500 XP)-
Improved Health I
Associated Statistic: Health
Effect: Boosts HP. The modifier of *40 is changed to *60.
Example: A character with 70 Health usually has 2800 HP (70 * 40 = 2800), but with this feat their HP becomes 4200 HP (70 * 60 = 4200).


Feat 7 (600 XP)-
Feat 8 (700 XP)-
Feat 9 (800 XP)-
Feat 10 (900XP)-
Feat 11(1000XP)-
Feat 12(1200XP)-
Feat 13(1400XP)-
Feat 14(1500XP)-
Feat 15(1600XP)-
Feat 16(1800XP)-
Feat 17(2000XP)-
Feat 18(2200XP)-
Feat 19(2400XP)-
Feat 20(2500XP)-
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<<> Weapons/Items <>>

-= Equipment Slots =-

Weapon:
CB-OSP:
Side Arm:
Armor:
Pendant:
Ring 1:
Ring 2:

-= Item Slots =-
Slot 1:

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<<> Inventory <>>

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<<> Special Notes <>>

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_________________
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<<> Roll Log <>>

-= Basic =-

Health: 8 (+1 Bonus for every 10 Health)

Flat Foot Dodge: 17 (+1 Bonus for every 10 Dexterity + Reaction skill + 5)
Dodge: 22 (+1 Bonus for every 10 Dexterity + Roll Skill + 10)

Physical Attack: 22 (+1 Bonus for every 10 Dexterity + Martial Arts/Weapons Proficiency Skills)

Survival: 28 (+2 Bonus for every 10 Endurance + 10)

Magic/Psionic Attack: 0 (+1 Bonus for every 10 Magic Affinity + Arcane Arts/Psionic Mastery Skill)

Magic/Psionic Defense Roll: 5 (+1 Bonus for every 10 Willpower + Arcane Arts/Psionic Mastery Skill)

Luck : d1000 d1000+(1 point to 10 points in Luck)

-= Skills =-
Run; 5 ; 25
Reaction; 5; 25
Roll; 5; 25
Lock Picking; 5; 25
Weapons proficiency (Assault Rifles); 15; 130
--Tracer Round
-Cost: 10 SP
-Skill Level Required: 5
-Type: Bonus
-Effect: The bonus given by a tracer round is doubled.
--Suppressing Fire
-Cost: 10 SP
-Skill Level Required: 5, automatic weapon
-Type: Enabler
-Effect: Suppressing fire gives you a -40 to attack, on your round, however a enemy -not behind cover at the end of the round are automatically hit by fire. Instead of -automatic weapons, a group of 4 or more archers may declare this skill to the same -effect.
--Strafe
-Cost: 30 SP
-Skill Level Required: 15, automatic weapon
-Type: Enabler
-Effect: Allows for a single burst of fire which strikes up to 1d3 enemies grouped -together. A rapid fire weapon is required.
Survival (ambush); 5; 25
Survival (desert); 5; 25
Navigation; 4; 20
Craft (explosive); 5; 25
Craft (ammunition); 5; 25

-= Abilities =-



-= Feats =-
Feat 1-
Adaptation
Associated Statistic: Endurance
Description: The character is able to adjust easily to any environment, and is able to use different pieces of it to their advantage. Example: using pieces of the environment for makeshift shelters, tools, or food.
Effect: +10 to Survival Skill checks.

Feat 2-
Dodge Mastery
Associated Statistic: Dexterity
Description: The character exhibits a sort of 'second nature' about 'the five D's of dodging' (dodge, dip, duck, dive, and dodge), whether it includes using the environment or a weapon to defend themselves, or simply getting out of the way.
Effect: +5 to flat-foot ('Reaction'-based) dodge, +10 to regular ('Roll'-based) dodge, and blocking with a weapon ('Weapons Proficiency'-based dodge)

Feat 3-
Improved Endurance I
Associated Statistic: Endurance
Effect: The character gains a +2 to every 10 points in Endurance the character has for his/her Survival Roll.
Example: The character has a 60 Endurance. Normally this would grant +6 to the roll, but with this Feat it is raised to +12.

Feat 4-
Physical Offensive Mastery
Associated Statistic: Dexterity
Description: The character has an almost intuitive grasp of inflicting harm on an object or enemy, whether it be armed with almost any weapon or completely unarmed.
Effect: +10 to physical attack rolls. (Weapons Proficiencies, Martial Arts)

Feat 5-
Speech Craft
Associated Statistic: Willpower
Description: The character bears the 'gift of the silver tongue' -- the mark of a true officer (and a liar) -- and has an intuitive grasp of communication, able to negotiate from different viewpoints in a very persuasive fashion, giving them an edge when dealing with others.
Effect: +10 to Diplomacy checks

Feat 6-
Improved Health I
Associated Statistic: Health
Effect: Boosts HP. The modifier of *40 is changed to *60.
Example: A character with 70 Health usually has 2800 HP (70 * 40 = 2800), but with this feat their HP becomes 4200 HP (70 * 60 = 4200).
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Halvor
Posts: 2
Joined: April 27th, 2010, 12:28 am

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