Randy Reslyon (Approved)

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Randy
Posts: 23
Joined: Wed Nov 01, 2017 10:03 am

Randy Reslyon (Approved)

Post by Randy »

Character Sheet

Player Name: Marc
Google Handle: Marc.leasure82
Randy Reslyon
Rank: Novice Experience: 7 Advances Left:
Race: Human
Power Level: Four Color
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d12
Charisma: 0; Pace: 6; Parry: 10; Toughness: 8 ;
Skills:
  • Fighting d12+4
  • Shooting d12+4
  • Notice d6
  • Stealth d6
  • Lockpicking d6
  • Driving d4
  • Streetwise d6

Hindrances
  • Overconfident (Major): Believes he is immortal.
  • Monologuer (Major): He doesn't know when to shut up. Action Card is a Club, he must make a Smarts roll at –2
  • Big Mouth (Minor): Unable to keep a secret, blabs at the worst time
  • Code of Honor (Minor):
    • No harm to women and children, only the minimum necessary in self defense.
    • Will honor word to those whom honor theirs.
    • Loyalty to self and comrades in arms.

Edges
  • Fast Healer: +2 to natural healing rolls
  • Healer: +2 to natural healinghealing rolls, also applies to up to 5 companions natural healing rolls
  • Hard to Kill: Ignore wound penalties for Vigor rolls made on the Injury Table
  • Harder to Kill: 50% chance of surviving “death”
  • Marksman: Aim maneuver (+2 Shooting) if hero does not move
  • Quick Draw: May draw weapon as a free action

Powers(55 Power Points)
  • Regeneration Level 5(13): Regenerate wounds. Recovery, Regrowth.
  • Super Edge (8): Hard to Kill, Harder to Kill, Marksman, Quick Draw
  • Super Fighting Level 6(6): +6 die to Fighting
  • Super Shooting Level 6(6): +6 die to Shooting
  • Super Vigor Level 4(8): +4 die to Vigor
  • Super Strength Level 1(2): +1 die to Strength
  • Immune to Poison and Disease (2): Cannot be poisoned or infected.
  • Doesn’t Sleep (2): Does not need to sleep.
  • Fearless (2): Immune to Fear tests.
  • Attack, Melee (6): Close combat attack +1d6, Stackable, Multiple Attacks
Gear:
  • Great Axe: Str+d10, 15 Weight, AP 1, Parry –1, 2 hands
  • Desert Eagle (.50), 15/30/60, 2d8, ROF 1, 8 Weight, 7 shots, AP 2, Semi-Auto
  • Bullets (.50), x100
[*]Box of meaty dog treats for Brute.
Credits: 80

Advances
  • Initial Advances: (From Hindrances): Super Karma
  • Initial Advances: (From Hindrances): +1 die Strength
  • Initial Advances: (From Hindrances): Healer
  • Free Edge (Human): Fast Healer
  • Novice 1 Advance: +1 die Strength
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Starting Funds: [dice]0[/dice]
Last edited by Randy on Wed Jan 24, 2018 1:40 pm, edited 8 times in total.
The One and Only Randy Reslyon
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d12
Charisma: 0; Pace: 6; Parry: 10; Toughness: 8 ;
Skills: Fighting d12+4, Shooting d12+4, Notice d6, Stealth d6, Lockpicking d6, Driving d4, Streetwise d6
Hindrances: Overconfident, Monologuer, Big Mouth, and Stubborn

Combat Edges of Note
Marksman: Aim maneuver (+2 Shooting) if hero does not move
Quick Draw: May draw weapon as a free action

Power Summary
Regeneration: Natural Healing roll of Vigor +4 Every Round
Immune to Poison and Disease.
Fearless (2): Immune to Fear tests.
Deadly: +1d6 to all melee attacks

Gear of Note
Greataxe: Str+d10+d6, 15 Weight, AP 1, Parry –1, 2 hands
Desert Eagle (.50), 15/30/60, 2d8, ROF 1, 8 Weight, 7 shots, AP 2, Semi-Auto
Bullets (.50), x100

Bennies: 3
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Randy
Posts: 23
Joined: Wed Nov 01, 2017 10:03 am

Re: ARES Protocol Campaign Character - Randy Reslyon

Post by Randy »

Self reflection after waking up on a cold steel slab with a toe tag.

Well I don’t know where I got my curse. The first time I found out, hmm, I think I was 11. I broke my arm falling off my bike. It was bad. I snapped it back into place my mom was freaking out. She drove me to the hospital. I stared in disbelief as my body sort of just started healing in the back seat. By the time we arrived it looked like new. I got in lots of fights after that. Didn't take long before I joined a few spec ops units. I found I didn't need sleep either. That made it easier to go on back to back missions. I have taken a lot of hits over the years. They used me to breach most of the time. It allowed us to do missions a little more sloppy. We got the job done faster though. When the aliens came I knew we would kick their asses off the planet. I was glad to help. What I didn't expect.. was our fellow man to straight turn on us? Woke up in the morgue one morning after they attacked my squad. Guess they didn't know how good I regen. Now those bastards get to have a little payback. Right after I get some new gear, and maybe some powered comrades.
The One and Only Randy Reslyon
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d12
Charisma: 0; Pace: 6; Parry: 10; Toughness: 8 ;
Skills: Fighting d12+4, Shooting d12+4, Notice d6, Stealth d6, Lockpicking d6, Driving d4, Streetwise d6
Hindrances: Overconfident, Monologuer, Big Mouth, and Stubborn

Combat Edges of Note
Marksman: Aim maneuver (+2 Shooting) if hero does not move
Quick Draw: May draw weapon as a free action

Power Summary
Regeneration: Natural Healing roll of Vigor +4 Every Round
Immune to Poison and Disease.
Fearless (2): Immune to Fear tests.
Deadly: +1d6 to all melee attacks

Gear of Note
Greataxe: Str+d10+d6, 15 Weight, AP 1, Parry –1, 2 hands
Desert Eagle (.50), 15/30/60, 2d8, ROF 1, 8 Weight, 7 shots, AP 2, Semi-Auto
Bullets (.50), x100

Bennies: 3
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: ARES Protocol - Randy Reslyon READY FOR REVIEW

Post by Ndreare »

Awesome.

Looks great, and an excellent unstoppable warrior.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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