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Futuristic Splicers - I Am Legion - Character Thread

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Sherwood

Luna's Concubine
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Roleplay Availability
Roleplay Type(s)
All Attributes/Hit Points/Bio-E etc. will either be rolled in the OOC Thread using the on-site dice roller or by me using my own dice. Your choice.

Roll 4d6 for all Attributes, rerolling '1s' until there are no more. If your result is a 16-18, you add in 1d6. If that extra die is also a '6', roll one more d6 for a potential starting value of 30 before the addition of any skills.

Good or Selfish Alignments only. No Evil Alignments allowed.

As you level up, you can add one new skill starting at a level one proficiency.

Everyone gets the Skill Package of Basic Military for free. If your OCC already gets that, you can select another Package.
 
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Martial Art styles that are allowed to be taken at the cost of one skill above and beyond the standard HtH Martial Arts.

Jeet Kune Do
Version developed by Dannigan

Character Bonuses
Add 2 to I.Q.
Add 3 to P.P.
Add 2 to P.S.
Add 2 to P.E.

Attacks per Melee: 3
Escape Moves: Roll, Maintain Balance, Breakfall.
Basic Defenses: Parry, Dodge, Automatic Parry.
Advanced Defenses: Combination Parry/Attack.
Hand Attacks: Strike (d6), Backhand (d6), Elbow (d6), Fingertip Attack (1 point), Forearm (d6), Palm Strike (d6), Power Punch (double-damage, counts as two attacks), Uppercut (d10).
Foot Attacks: Kick (d8), Crescent Kick (d10), Knee (d6), Reverse Turning Kick (Combination Dodge/Kick, 2d6 damage, 1/round), Roundhouse Kick (3d6), Side Kick (d10), Snap Kick (d6), Trip/Hook (no damage, causes knockdown, cannot be parried).
Jumping Attacks: Jump Kick (d8 + Critical Strike), Flying Jump Kick (d10 + Critical Strike).
Special Attacks: Body Flip/Throw, Choke, plus...
- Bite (grappling range only. 1-2 damage + 1/2 strength bonus [maximum +3]. Opponent must Save vs. Pain [14] or release hold/lock).
- Eye-flick (No damage. Opponent is -2 to Strike, Parry, and Dodge for one melee round).
- Head-butt (in-fighting and grappling range only, d8 damage).
- Self-knowledge (Special! The Jeet Kune Do may learn a martial art technique from any other system [subject to GM approval). Signature techniques [like Aikido's Knife-hand Knockout and Thai Kick Boxing's Lightning Form] cannot be learned. Techniques with a "prerequisite" must be learned in order. For example, to learn Automatic Elbow Hold, one must first learn Elbow Hold. "Take what is useful and develop from there." - Lee).
Holds/Locks: Arm Lock, Leg Hold, Wrist Lock.

Level Advancement Bonuses

1st - +1 to Perception, +2 to Parry, +2 to Dodge.
2nd - Eye-flick + Roundhouse combination (one Strike roll for both effects), +1 to Initiative, +1 to Strike, +1 to damage.
3rd - Self-knowledge, +1 Attack per Round, Critical Hit on a natural roll of 19 or higher.
4th - Way of the Intercepting Fist (Special! Once per round, upon his opponent's attack, the JKD artist may attempt to Simultaneously Attack the opponent. If successful, the JKD artist has the option to intercept before the opponent's strike connects. If the JKD artist's strike is successful, roll damage. The opponent must Save vs. Pain [14]. Failing the saving throw results in the opponent losing his attempted attack), +1 to Strike, +1 to Parry, +1 to Dodge.
5th - Flying Side Kick causes knockdown, +1 Attack per Round, Critical Hit on a natural roll of 18 or higher.
6th - Self-knowledge, One-Inch Punch (Special! May only be used once per melee, and must be the first attack used that round; does 2D6 damage + knockdown), +1 to Initiative, +1 to Strike, +1 to Damage.
7th - Flying Side Kick does 4d6 damage + knockdown, +1 Attack per Round, +1 to Perception, +2 to Body Flip/Throw.
8th - +1 to Initiative, +1 to Strike, +1 to Damage, Critical Hit on a natural roll of 17 or higher.
9th - Self-knowledge, +1 to Parry, +1 to Dodge, Knockout on a natural roll of 19 or higher.
10th - One-Inch Punch causes 4d6 damage + knockdown, +1 Attack per Round, +1 to Roll, +1 to Body Flip/Throw.
11th - Death Blow on a natural roll of 19 or higher. Critical Hit on a natural roll of 16 or higher.
12th - Self-knowledge, +1 to Initiative, +1 to Strike, +1 to Damage.
13th - +1 to Parry, +1 to Dodge, Knockout on a natural roll of 18 or higher.
14th - Death Blow on a natural roll of 18 or higher, +2 to Perception.
15th - Self-knowledge, +1 Attack per Round, Critical Hit on a natural roll of 15 or higher.
SHAO-LIN KUNG FU

Entrance Requirements: No Attribute or Alignment restrictions.
This is the original version of Kung Fu (also called Gung Fu), and the martial art that spawned hundreds of derivative forms. It has shaped and influenced all the martial arts. It all started in the Shao-lin Temple in the Chiu Lien Mountains. For over a thousand years, students of the martial arts traveled there for training. This continued until the reign of the 17th Century Emperor K'ang Hsi, when the Shao-lin monks responded to a call to put down an insurrection. 128 of the monks responded and they managed to rout the enemy entirely. This was such an alarming display of power that the government eventually sent an army against the Shao-lin. Only five monks managed to survive the battle and burning of the temple.

CHARACTER BONUSES:
Add 2 to M.E.
Add 2 to P.S.
Add 1 to P.E.
Add 1 to P.P.
Add 10 to S.D.C.

Attacks per Melee: 3
Escape Moves: Roll With Punch/Fall/Impact, Back Flip.
Attack Moves: Leap, Back Flip.
Basic Defensive Moves: Dodge, Parry, Automatic Parry.
Advanced Defenses: Multiple Dodge, Combination Parry/Attack, Disarm.
Hand Attacks: Strike (Punch), Knife Hand, Double-Knuckle Fist, Backhand, Palm Strike.
Basic Foot Attacks: Kick Attack, Tripping/Leg Hooks, Snap Kick, Crescent Kick, Wheel Kick.
Jumping Foot Attacks: Jump Kick.
Special Attacks: Death Blow, Leap Attack, Forearm.
Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold.
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike From Rear.

LEVEL ADVANCEMENT BONUSES

1st + 3 to Roll with Punch/Fall/Impact, + 2 to Strike, Critical Strike on Natural 19 or 20, Critical Strike from Behind.
2nd +1 to Back Flip/Leap, +1 to Parry/Dodge.
3rd +1 Attack per Melee.
4th +1 to Strike, +1 to Parry/Dodge
5th +1 to Roll with Punch/Fall/Impact, +1 to Damage.
6th +1 to Strike, Knock-Out/Stun on Natural 18 or better.
7th +1 Attack per Melee, Death Blow on roll of Natural 19 or 20.
8th +1 to Back Flip/Leap, +1 to Roll with Punch/Fall/Impact, +1 to Damage
9th +1 to Roll with Punch/Fall/Impact.
10th +1 Attack per Melee.
11th +1 to Strike, +1 to Parry/Dodge
12th Critical Strike on Natural 18 or better.
13th +1 to Back Flip/Leap, +1 to Damage.
14th +1 to Roll with Punch/Fall/Impact, +1 to Strike.
15th +1 Attack per Melee.
TAE KWON DO KARATE

Entrance Requirements: No Attribute or Alignment restrictions.

Tae Kwan Do, loosely translated as the "way of hands and feet," is studied in many of the world's military organizations. The idea is to efficiently combine kicks and punches for the best possible attack form. Probably the most kick-oriented of all the martial arts. A master will attack quickly, preferably with some kind of flying jump kick. If the opponent is able to avoid or counter the kicks, then the second approach will be to move in with a volley of punches and short-range kicks.

CHARACTER BONUSES:

Add 1 to P.S.
Add 2 to P.E.
Add 1 to P.P.
Add 4 to Spd.
Add 15 to S.D.C.

COMBAT SKILLS:
Attacks per Melee: 4
Escape Moves: Roll With Punch/Fail/Impact, Maintain Balance.
Basic Defensive Moves: Dodge, Parry, Automatic Parry.
Advanced Defenses: Multiple Dodge, Power Block/Parry (does damage!), Automatic Roll, Breakfall.
Hand Attacks: Strike (Punch), Knife Hand, Backhand, Palm Strike, Duo-Fist Strike.
Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Backward Sweep, Reverse Turning Kick (Combination Dodge/Kick), Drop Kick (Combination Fall/Dodge/Kick).
Jumping Foot Attacks: Jump Kick, Flying Jump Kick, Flying Reverse Turning Kick.
Special Attacks: Death Blow, Leap Attack, Combination Grab/Kick, Butjapgo Chagi (Special! One opponent is grabbed and another is kicked simultaneously. Only takes one melee action, but requires two successful Strike Rolls. Does 1D6 damage to the opponent grabbed and 2D6 damage to the opponent kicked).
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike From Rear.

LEVEL ADVANCEMENT BONUSES
1st +2 to Maintain Balance, Critical Strike from Behind, Death Blow on roll of Natural Twenty.
2nd + 2 to Roll with Punch/Fall/Impact, + 2 to Damage.
3rd +1 Attack per Melee.
4th +2 to Parry/Dodge, Critical Strike on Natural 18, 19 or 20.
5th + 2 to Maintain Balance, +1 to strike.
6th +2 to Roll with Punch/Fall/Impact, +1 to Damage.
7th +1 Attack per Melee.
8th +1 to Parry/Dodge, Knock-Out/Stun on Natural 18 or better.
9th +1 Attack per Melee, + 2 to Maintain Balance.
10th +2 to Roll with Punch/Fall/Impact, +1 to Strike, +1 to Parry/Dodge
11th +1 to Strike, +1 to Damage.
12th +1 to Parry/Dodge, Death Blow on roll of Natural 19 or 20.
13th +1 Attack per Melee, +1 to Maintain Balance.
14th +1 to Roll with Punch/Fail/Impact, + 1 to Damage.
15th +1 to Strike, +1 to Parry/Dodge
Krav Maga

Developed recently in Israel as a self defense form, this is one brutal martial art. Before its slow release to public use in America, Krav Maga can trace its roots to the commando training of the elite MOSSAD special forces units.

Krav Maga's philosophy is simple: If it hurts your opponent, it can't be all that bad. Biting, gouging, elbowing, kneeing to the groin - it's all there. If it works, chuck it in for good measure. Yet Krav Maga is not at all complicated or underdeveloped. Quite the opposite. It is coldly efficient and altogether brutal.

Character Bonuses:

Add 1 to M.A.
Add 2 to P.S.
Add 2 to P.E.
Add 1 to P.P.
Add 10 to S.D.C.
Attacks per Melee: 3

Escape Moves: Roll, Breakfall.
Basic Defenses: Parry, Dodge, Automatic Parry.
Advanced Defenses: Combination Parry/Attack, Power Parry (does damage), Multiple Dodge.
Hand Attacks: Strike, Power Punch, Backhand, Double Knuckle Fist, Fingertip Attack, Claw Hand, Elbow, Forearm.
Foot Attacks: Kick, Roundhouse Kick, Trip/Hook, Snap Kicks, Knee, Drop Kick (Combination Dodge/Kick).
Special Attacks: Body Flip/Throw.
Holds/Locks: Wrist Lock, Elbow Lock, Head Lock.
Weapon Skills: W.P. Knife.

Level Advancement Bonuses
1st - Critical Strike on a natural roll of 19 or 20 or from behind. +1 to Strike, +1 to Damage.
2nd - +2 to Parry, +2 to Dodge.
3rd - +1 Attack per round, K.O. on a natural roll of 19 or 20.
4th - Circular Parry, +1 to Initiative, +1 Body Flip/Throw
5th - +2 to Pull Punch, +2 to Roll with Impact/Breakfall.
6th - +1 to Initiative, +2 to Strike, and +1 to Damage
7th - Critical Body Flip/Throw. Death Blow on a Natural 19 or 20.
8th - +1 Attack per round, K.O. on a natural roll of 18 or higher.
9th - Critical Strike on a natural roll of 18 or higher.
10th - +1 to Parry, +1 to Dodge, +2 to Damage, +1 to Roll/Breakfall
11th - Critical Strike on a natural roll of 17 or higher.
12th - Death Blow on a natural roll of 18 or higher.
13th - Automatic Body Flip/Throw. +1 to Strike
14th - Critical Strike on a natural roll of 16 or higher.
15th - K.O. on a natural roll of 17 or higher. Critical Strike on a natural roll of 15 or higher.
 
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  • Chaska looks like this but with wild hair that travels just past his shoulders. "Happiness is not ready made. It comes from your own actions." - Dalai Lama XIV. (Image credit: Starfield) Screenshot 2024-03-30 212644.jpg "It is always present within you. You can use it any way you want." - Tao Te Ching. "First learn stand. Then learn fly. Nature rule, Daniel-san, not mine." - Mr. Miyagi, The Karate Kid.
    the karate kid balance GIF
    "Happiness is a choice. Heaven or hell is a destination we alone decide." - Me. =)
    Dad Kiss GIF
    "To know one thing is to know ten-thousand." - Miyamoto Musashi, The Book of Five Rings.
    katana GIF
    "Awareness has no frontier; it is a giving of your whole being, without exclusion." - Bruce Lee, The Tao of Jeet Kune Do
    viceland GIF by Earthworks
    Name: Kokoro Chaska formerly of House Apollo (defunct).
    Nickname (if any): Known to some as "Ghost Chaser"
    Homeland: Home of the Last Warriors (House Apollo)
    O.C.C.: Deliveryman
    Concept: Martial Survivor
    Rank: Sergeant
    Name of Host Armor: WyldKat!
    Name of Birb: Woodstock!
    Level: 5th!
    Species: Human
    Alignment: Scrupulous.
    Appearance: Rugged, wild-eyed, fit, watchful. Easy to not notice.
    Disposition: Very curious, observant. Sees the world through a different lens. Cautious, cunning, brave. Kind, honest, often quiet. A man of action with zero inhibitions. Doesn't let a whole lot bother him. Much smarter than he lets on. Not quick to trust, but not afraid to either.
    Quotes: "Mmm." "Machine no can kill what no can find." (When alone, he prefers to use body language, facial expressions, and animal sounds. Thinks people sometimes talk too much and care too little.)
    Age: 20 years, 9 months. Can appear much older when disguised. Excellent mimic concerning sounds; not so good with language.
    Gender: Male
    Height: 5 ft. 8 in./173 cm
    Weight: 175 lbs./79 kilos
    Hair: Sun-blond (originally dark blond). Long (mid-back), oft kept double-tied in a low bun.
    Eyes: Light gray. (Can be mistaken for a blind person. He knows how to properly act like one.)
    Skin: Bronzed by the sun and his family's own genes.
    Other physical features: Strong shoulders, lean waist, athletic limbs. Carries many nicks, scars, bumps, and callouses from an active boyish lifetime out in the wild.
    Hobbies: Endlessly practices the martial arts and its philosophies. Does all of the things outdoors. Whether inside the Kraken or in a village, Chaska can sit and people-watch for hours (he often stares).

    I.Q. 24 (+10% to Skills/+5 to Perception)
    M.E. 30 (+8 to Psionic Attack/Insanity)
    M.A. 24 (80% to Charm/Intimidate)
    P.S. 24 (+9 S.D.C. damage. Add lift/carry here if desired.)
    P.P. 28 (+7 to Strike, Parry, Dodge)
    P.E. 35 (+35% to Saving Throws vs. coma/death, +8 to Saving Throws. Immune to nearly all diseases.)
    P.B. 16 (30% to Charm/Impress)
    Spd 28 (approximately 19 mph/30 kph)

    Hit Points: 52
    S.D.C.: 73
    Action Points: 6 available out of 8.


    Hit Points: 52 (+33 P.E.) (+4. 1d6 per level. +4 @ 2nd level, +4 @ 3rd level, 5 @ 4th, 2 @ 5th).
    S.D.C.: 73 (+50 O.C.C.) (+4 Outdoorsmanship) (+5 Running) (+10 Shaolin) (+4 Gymnastics)
    I.Q. 24 (21 Dice) (+3 O.C.C.)
    M.E. 30 (22 Dice) (+4 O.C.C.) (+2 Shaolin) (+2 Zanji)
    M.A. 24 (20 Dice) (+2 O.C.C.) (+2 Zanji instead of Chi)
    P.S. 24 (18 Dice) (+2 O.C.C.) (+2 Gymnastics) (+2 Shaolin)
    P.P. 28 (24 Dice) (+1 Gymnastics) (+1 Shaolin) (+2 Zanji)
    P.E. 35 (25 Dice) (+3 O.C.C.) (+2 Gymnastics) (+1 Outdoorsman) (+1 Running) (+1 Shaolin) (+1 Zanji)
    P.B. 16 (15 Dice) (+1 O.C.C.)
    Spd 28 (14 Dice) (+14 Running)

    Combat Modifiers
    Perception +5
    Initiative +3/+8 (+1 if Flying).
    Attacks per Round: 5/4/8
    Strike +11/+9//+12 (+6 with Bio-Energy Blades. +2 W.P. Heavy Weapons. +1 if flying.)
    Automatic Parry +8/+9/+10 (+2 with Bio-Energy Blades.)
    Automatic Dodge +9/+9/+17 (+2 if flying. See More Combat Modifiers for details.)
    Roll +3//+8//+8 (Remember: Automatic Roll and Breakfall when using Zanji) (+3 if impact-only, not melee w/ Righting Reflex).
    Damage: +10 S.D.C./+1D4 M.D. in WyldKat.

    Disarm +6/+7
    Horror Factor +6 (do we add M.E. bonuses?)
    Special Combat Bonuses: W.P. Paired Swords starting at 3rd level (Daisho - Musashi's Heiho). Combination Grab/Slash (Zanji), Automatic Roll (Zanji), Breakfall (Zanji), Critical Strike from Behind (Zanji and Shaolin), Critical Strike from Rear (Shaolin), Power Block/Parry (Zanji). Dragon when using Shaolin Kung Fu. Critical Strike on Natural 18, 19, or 20.

    Combat Attributes Zanji//Shaolin//in Host Armor.
    Perception +5/+5 (+5 I.Q.)//--
    Initiative +3/+8 (+2 O.C.C.) (+1 Zanji)//(+2 *) (+1 **) (+1 ##). (See Special for flight bonuses)
    Attacks per Round: 5//4//8 (+5 Zanji)//(+4 Shaolin)//(+1 **) (+1 ###) (+1 ++)
    Strike +11//+9//+12 (+7 P.P.) (+1 O.C.C.)(+3 Zanji)//(+1 Shaolin)//(+1 **). - +3 W.P. Daisho. +3 Bio-Energy Blades. +2 W.P. Heavy Weapons.
    Automatic Parry +8/+9/+9 (+7 P.P.) (+1 O.C.C.)//(+1 Shaolin)//(+1 **). +2 Bio-Energy Blades.
    Automatic Dodge +9/+9/+17 (+7 P.P.) (+1 O.C.C.) (+1 Zanji)//(+1 Shaolin)//(+2 *) (+1 **) (+1 #) (+4 ##)
    Roll +1//+3//+6 (+1 Zanji)//(+3 Shaolin)//(+2 **) (+1 ***) (+2 ##) (+3 from impact, but not melee +) - Automatic Roll when using Zanji.
    Damage: +10 (+9 P.S.) (+1 Zanji)//+1D4 M.D. (Robotic Strength of 25) in WyldKat.
    Disarm +7/+8//(+1 *)
    Horror Factor: +6 (+6 O.C.C.)
    Bio-enhancements: *Enhanced Neurological Connections. **Echo-location. ***Reinforced Exoskeleton. #Sensitive Whiskers. ##Motion Detector. ###Ambidextrous. +Righting Reflex. ++Prehensile Tail #1.
    Special: Organic Thrusters add +1 to Initiative, Strike, and +2 to Dodge and Roll during flight/hovering.
 
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  • 1729015574443.png Name: Toni Cruse
    Gender: Female
    Age: 25
    Alignment: Scrupulous
    Rank: Sergeant

    Iq: 26 - +12% to all Skills, +6 to Perception
    Me: 26 - +6 to Save vs Psychic Attack/Insanity
    Ma: 24 - Trust/Intimidate 80%
    Ps: 22 - +7 in HtH Combat
    Pp: 31 - +8 to Strike, Parry and Dodge, +1 Initiative
    Pe: 28 - +7 to Save vs Poison/Magic
    Pb: 19
    Spd: 31 - Approx. Running Speed of 20mph

    OCC: Dreadguard / Dreadnought Upgrade
    Level: 5
    Exp: 0
    Hit Points: 44
    SDC: 82
    Host Armor Bio-E: 0 Points Banked
    +5d4 Bio-E per Level for Host Armor
    +5 Bio-E per Level for Handheld Weapons (28 banked)

    MDC by Location:

    Arms (2): 197 M.D.C.
    Hands (2): 107 M.D.C.
    Legs (2): 202 M.D.C.
    Feet (2): 147 M.D.C.
    Head: 137 M.D.C.
    Main Body: 630 M.D.C.
    Elbow Bone Blades: 115 M.D.C.
    Harbinger Cannon: 187 M.D.C.
    Munitions Reservoir: 487 M.D.C.
    Sentinel Eels: 217 M.D.C. each
    Sentinel Shell: 307 M.D.C.

    Sidekick Rifle - Super Light Cell Cluster: 132 M.D.C., 2 Attacks, 8d10 Damage, 1,000 ft range - Mega Upgrade
    Sidekick Rifle - Spore Discharger: 132 M.D.C., 2 Attacks, 4d8 Damage, 40 ft Radius, 1.200 ft range - Omni Upgrade

    Action Points: 8 / 7

    Combat Bonuses On Foot / In Armor

    Number of Attacks: 6 / 9
    Strike: +9 / +10 (+5 in melee) (+3 ranged)
    Parry: +12 / +15 (+4 in melee)
    Dodge: +12 / +3 Automatic Dodge
    Roll with Punch: +2 / +10
    Initiative: +2 / +9
    Perception: +7 / +7
    Damage in HtH: +1
    Critical Strike on a Natural 18-20
    [Critical on a 17-20 with Mantis Blade from Opti-Upgrade]
    [Critical on a 17-20 with Velocity Cannon from Opti-Upgrade]


    Mantis Blade: 12D6 M.D. [15d6 with PS] for a Blade Strike; 4d4x10+10 for a Dual Strike
    Energy Expulsion Vent: 2D8 +bonus M.D. equal to the P.E. attribute (2d8+28)
    Organic Rockets: 5d10 M.D. to a 10 foot radius
    --Rocket Payload: 15 /
    Central Maw: 3d8 M.D.
    Velocity Cannon: 2D8x10+40 M.D. for a short burst of 10 rounds from one cannon or 4D6x10+40 M.D. per simultaneous bursts from both cannons firing a total of 20 rounds.
    --Ammo in Cannons: 120 /
    --Ammo in Munitions Reservoir: 600 /
    Spore Discharger Tusks: See Description

 
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  • 1715464051345.png
    The tall, guant, and heavily muscled Jin Li was born in the lowest and poorest levels of the resistance cell. Since she could walk, she had to learn and fight her way in the poorest sections of the underground settlement. Jinny did not have the luxury of birth to become a Dreadguard (although many think she would have been one if she was higher born), and learned and scrabbled for herself and her family. Her mother had been a doctor and was killed by the Machine during a raid while helping others when she was young. Her grandmother was insistent she learn to read and write as well as learning history to always remember where they came from as it was often than not their rulers would try and erase history to forget their sins. She learned to fight defending herself and family against the gangs and others who would attempt to take advantage of the poor. She followed in her mothers footsteps, learning medicine and patching up her family and fellow gang members. When she turned eighteen, she aided and helped a recruiter, and got recruited herself. She distinguished herself in her training with her quick mind and strong body and was chosen and trained to be a roughneck host pilot, sniper, and field medic.

    Jin is a very tall woman around 6'2", heavily muscled, with an athletic build (think body builder/lady pro wrestler build similar to someone like Rhea Ripley except taller) , and is completely hairless and tattoo-less due to her Parasitic Host Armor, with Asian features and bright blue eyes.

    She is usually very stoic and calm. She learned to keep control of her emotions and her tongue at a young age preferring to listen before saying something she would regret. She has never stopped learning. She joined the Roughnecks to fight for the people, not their rulers. She will never forget where she came from.

    Name: Jin Li
    Gender: Female
    Age: 25
    Height: 6' 2"
    Weight: 180 (no fat)
    Alignment: Unprincipled

    IQ: 24 - +10% to all Skills, +5 to Perception
    ME: 20 - +3 to Save vs Psychic Attack/Insanity
    MA: 14
    PS: 37 - +20 in HtH Combat
    PP: 28 - +7 to Strike, Parry and Dodge , +1 gained at lvl 2
    PE: 37 - +8 to Save vs Poison/Magic, Impervious to disease, 36 % Save Coma/Death
    PB: 19
    Spd: 27 - Approx. Running Speed of 18.5mph

    OCC: Roughneck
    Rank: Sergeant
    Level: 5
    Exp: 16501
    Hit Points: 54
    SDC: 112
 
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