Carolus Jackson

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Carolus Jackson

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Post by Carolus Rex »

IRC Nick:Carolus Rex

Time Zone:EST
Sheet Approved by: (leave blank)
_______________________________________________________________________
Name: Agent Carolus “Rex/Spaz” Jackson
Race: Human
Rank: Honorably Discharged Staff Sergeant(Transferred to Foundation with accordance to Addendum US-1982-P-106)
Age: 35
Height: 6’2”
Weight: 153.21 lbs.
Appearance: A slim but tall woman who has a stern look in her eyes, she wears a white button up with the Foundation’s symbol on the sleeve, black cargo pants, black hiking boots, black aviators, black tactical gloves, and a black tactical vest with cigars in the bullet holders. As a tendency to attach a Cassette player to her vest to play music.
Eye Color: Green
Hair Color: Red
Notable Features: Carries herself with a suspicious eye to everyone around her, and for someone who has never been interdimensional or even interplanetary for that matter never really seems to notice or care about strange beings or lifeforms.


<<> Character Personality <>>

Favorite Food: Anything other than MREs, but prefers rice based foods and chocolates
Likes: Airsupport, Cigars, Yoga, and her rifle
Dislikes: “Goddamn Tomatoes”(refer to SCP-504), weapon jams, and salads.
Favorite Color: Black
Fears: Dying in a stupid fucking interdimensional anomaly

<<>Character Background<>>

History: Served in Vietnam with MACVSOG, then was recruited into the CIA and ran in black ops until 1982, where she was recruited by a shadowy organization calling itself “The Foundation”. She was assigned to MTF Psi-7, “Home Improvement” as a Combat Specialist and an Intelligence Agent.(Currently a member of MTF Eta-7 “HOME IMPROVEMENT”, Class-A Personnel) Then, in 1985, she was running an op where the objective was to track down and destroy a literal shed with legs. Her and her unit were split up upon deployment and she found a shed matching its description. Thinking she could go in and kill it she opened the door, only to be teleported into another dimension.

About her Earth: She lives in an alternate version of Earth, where the SCP Foundation works in the shadows to contain and protect humanity from anomalous objects. One minor detail to note, all of history aligns with actual world history with the exception that women gained equal rights and had them since the beginning of time. E.g. women fought in the war of 1812.

<<>Statistics<>>

Total Experience Points: 1500

Health: 200
Health Roll: (+1 Bonus for every 10 Health)
HP: 8000

Dexterity: 100
Flat Foot Dodge: (+1 Bonus for every 10 Dexterity + (reaction skill/2))
Dodge Roll: (+1 Bonus for every 10 Dexterity + Skill)
Physical Attack Roll: (+1 Bonus for every 10 Dexterity + skill)
Style Points: StP (Dexterity * 4)

Strength: 200
Inventory Slots/Comfortable Carry: (+1 Bonus for every 10 Strength)
Base Damage: (+1 Bonus for every 10 Strength * 5)
Max Carry Weight: (+1 Bonus for every 10 Strength * 40) lbs
Weapon Damage: (Base Damage * Weapon mod.)

Endurance:150
Defense (Damage Absorb): (+1 Bonus for every 10 Endurance *40)
Survival Roll: (+1 Bonus for every 10 Endurance)

Intelligence:300
MP: MP (Intelligence * 5)
Skill Points: SkP (Int * 4)

Magic Affinity:0
Spell Points: SpP (Magic Affinity * 4)
Magic Attack Roll: (+1 Bonus for every 10 Magic + Magic Level of Skill used.)
Mage Level: (Skill Level / 5)
Psionic Level: (Skill Level / 5)

Spirit:200
Base Magic Damage: [( (+1 per 10 Spirit) + (Skill Level) ) * 5) * Mage Level]

Willpower: 250
Mental/Magic Defense Roll: / (+1 Bonus for every 10 Willpower + Skill Level)
Magic Damage Soak: (+1 Bonus for every 10 Willpower * 40)

Luck:100
Luck Roll: (+1 Bonus for every 10 Luck)
Luck Points: (+1 for every 10 Luck)
Critical Modifier: 1d4+ (+0.1 for every 10 Luck)
_______________________________________________________________________

<<>Skills<>>
(Used) / (Maximum) Skill Points 1141/1200

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

Movement Skills: 285
(Dexterity: +0 / Strength: +0)
<Athletics> <10><65>
Cross Country <15>
<Acrobatics> <10><65>
<Swimming> <10><65>
<Roll> <5><25>
<Reaction> <10> <65>

Utility Skills: 241
(Health: +0 / Intelligence: +0(intel/2) / Willpower: +0)
Perception <10><65>
Speechcraft <5><25>
Sleight of Hand <5><25>
Computer use <1><11>
Gather Info <10><65>
Search <5><25>
Decrypt Code <5><25>

Combat Skills: 390
(Dexerity: +0)
Snipers <20><220>
Sweet Shot <15>
Pistols <15><130>
ARs <15><130>

Field Training Skills: 205
(Intelligence: +0(intel/2))
Survival <10><65>
Disguise <10><65>
Heavy vehicle <5><25>
Light Vehicle <5><25>
Light Aircraft <5><25>
<<> Abilities <>>

-= Physical (Style Points) =-
Current Style Points: (Used) / (Max) StP

_______________________________________________________________________

<<> Traits and Feats <>>

-= Race Traits =-

Race:Human
Traits:

-= Character Traits =-

-= Feats =-

(* denotes feats taken at character creation.)

*Feat 1 (Free) -Damn Lucky
Associated Statistic: Luck
Description: The character exhibits behavior that is strongly smiled upon by fate.
Effect: +50 to Luck. This does not affect luck points.

*Feat 2 (100 XP) -Enhanced Lift I
Associated Statistic: Strength
Description: This feat grants a character the ability to move, carry, lift, and hold much greater weight than is normally feasible. Granted the ability to inquire about others' ability to lift.
Effect: Increases the Maximum Carry Weight a character can hold from +1 bonus to +2 per every 10 points in Strength. This multiplication of the bonus also applies to strength based rolls, but not to damage.
Example: The character has a Strength of 70. The character would normally gain a +7, but instead with this Feat gains +14 to Strength checks

*Feat 3 (200 XP) -It's A Mystery
Associated Statistic: Luck
Description: This character is suspiciously resourceful, and after rummaging for a little bit always seems to have precisely the right little item at precisely the right time.
Effect: Some way, some how, the character manages to have the coin, the screwdriver, the chewing gum, whatever little everyday item -- worth 200 credits or less -- that someone needs to pull off a McGuyver or something similar. This can only be used once per diem.

*Feat 4 (300 XP) -Enhanced Item Storage Capacity I
Associated Statistic: Strength
Description: This character is able to pack away the items, weapons, and gear for greater stocking than most people. Where did you pull that from again? N-nevermind.
Effect: The character can increase the +1 per 10 points bonus to this to +2 per 10 points, enabling the character to have more Items Slots.
Example: The character has a 90 Strength. Instead of +9, the character gains +18 to account for Item Slots to be able to carry more items on his/her person at one time.


*Feat 5 (400 XP) -Improved Defense I
Associated Statistic: Endurance
Description: They say sometimes all you really need is stronger skin. Though it may work for everyone as far as words go, sometimes you'd like the sticks and stones to be staved off all the same. Takers of this feat have stronger bodies, able to bear a greater brunt of punishment.
Effect: Increases Defense Absorb Modifier alters from *40 to *50.
Example: The character has a 40 Endurance. The Defense Absorb equation is: +1 point per 10 Endurance *40. The equation would normally be 4*40=160. However, with this Feat the equation becomes 4*50=200. The character could then soak 200 points of damage before losing HP.

*Feat 6 (500 XP) -Enhanced Endurance I
Associated Statistic: Endurance
Description: Takers of this feat have a body that just refuses to give out, even when it's just about comatose and the ticker's slowing.
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 7 (600 XP) -Enhanced Spirit I
Associated Statistic: Spirit
Description: Remember that hamster-powered pair of scissors with nail clippers for blades and seemingly pointless streamers? Maybe not, but a taker of this feat bears a vivid imagination made to come up with crazy ideas like this. Of course...not all ideas are crazy, and it helps hone a craftsman's mental image and communicate it to his/her finished product.
Effect: For every 10 points in Spirit, thecharacter gains +2 to roll for Spirit-based skills including Craft. THIS DOES NOT AFFECT MAGIC DAMAGE!
Example: A character has 60 Spirit. Normally the character would gain a bonus of +6, but with this feat, the bonus is +12.

*Feat 8 (700 XP) -Deceitful
Associated Statistic: Intelligence
Description: You little liar...most of the time not a nice thing to say about someone, but it's the the truth about any character who has this feat. The character is good at tricking people in multiple ways.
Effect: The character Recieves a +10 to Disguise, Bluff, and Diplomacy checks.


*Feat 9 (800 XP) -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 10 (900XP) -Investigator
Associated Statistic: Intelligence
Description: Your character is a master at gathering information through various means be it for good or for bad, and as such s/he has is good at a few choice things in this sometimes murky field.
Effect: The character recieves a +10 to gather info and search checks; and a +5 to spot and listen checks.


*Feat 11(1000XP) -Commando
Associated Statistic:
Description: The modern civilizations' Commando units are among some of the most highly trained and versatile soldiers of the new war. They're well-educated and precise, and while trained in each other's work, each generally specialize in one role to support a group rather than stand alone.
Effect: +10 to [Weapon Proficiency: Pistols OR Weapon Proficiency: Sub-Machine Gun OR Weapon Proficiency: Shotgun OR Weapon Proficiency: Assault Rifles OR Weapon Proficiency: Sniper Rifles OR Weapon Proficiency: Heavy Weapons], +5 Roll, Reaction, Artisan: Engineering, Survival

*Feat 12(1200XP) -Gun Nut
Associated Statistic:
Prerequisite:
Description: This character has a way with modern firearms that impresses and concerns others, to the point where nearly any modern firearm is simply natural in his/her hands.
Effect: This character no longer suffers an "Unskilled" penalty when using weapons that operate under Pistols, SMGs, Shotguns, Assault Rifles, Sniper Rifles, or Heavy Weapons skills.

*Feat 13(1400XP) -Gunslinger
Associated Statistic:
Description: Gunslingers, whose inception dates back to the grey area between classical and modern civilization, are talented showmen and pistoliers, whose wide array of flashy tricks make them a unique and challenging adversary to face -- it's hard to tell where the next bullet will come from; something some people just can't take the pressure of.
Effect: +10 to Weapon Proficiency: Pistols, +5 to Roll, Sleight of Hand, Reaction, Speechcraft

*Feat 14(1500XP) -Quick Draw
Associated Statistic:
Prerequisite:
Description: This character's fastest drawing arm makes him/her deadly in sudden conflict, giving him/her a brief bonus to attacking with the drawn weapon right off the bat.
Effect: When the character or allied party initializes combat (is the aggressor), this character rolls 1d100, 75+ for "First Strike" ahead of all initiatives, with a critical hit rate of 10%.


Feat 15(1600XP) -
Feat 16(1800XP) -
Feat 17(2000XP) -
Feat 18(2200XP) -
Feat 19(2400XP) -
Feat 20(2500XP) -
Feat 21(2600XP) -
Feat 22(2800XP) -
Feat 23(3000XP) -
Feat 24(3200XP) -
Feat 25(3400XP) -
Feat 26(3500XP) -
Feat 27(3600XP) -
Feat 28(3800XP) -
Feat 29(4000XP) -
Feat 30(4200XP) -
_______________________________________________________________________

<<> Equipment Slots <>>

Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).

Weapon: M14
Side Arm: Webley Mk. VI Revolver
Armor: Denzium Armor (Combat Vest)
Pendant:
Ring 1:
Ring 2:

Funds: (character starts with 30,000z)
Zollars 30,000z (+50,000z Monthly)
Gil 0g (+100,000 Monthly)
Crowns 0c (+500,000 Monthly)
_______________________________________________________________________

<<> Inventory <>>

Name: M14
Price: 159300 gil
Augmentation Slots: 3
Roll Bonus: +24
Damage:40630
DC: 7000
Skill Required: 20


Name: Webley Mk. VI Revolver
Price: 57060
Augmentation Slots: 3
Roll Bonus: +37
Damage:3850 x 1d2
DC:2520
Skill Required:15



Name: Combat Vest
Price: 118875 gil
Physical Soak bonus: 3150
Magical Soak bonus: 1300
Crafting DC:3080
Carolus Rex
Posts: 1
Joined: April 14th, 2020, 2:29 pm

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