Author Topic: Character sheets  (Read 23451 times)


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Character sheets
« on: October 08, 2005, 12:52:22 am »

Experience: 0

Hit Points: 20
Power Points: 5
Attack Power: 0
Defense Power: 0
EXP: 0
Level: 1

Item 1
Item 2
Item 3

Thats about all you need, unless you want to add a description about your character as well.
« Last Edit: January 24, 2007, 05:29:12 pm by ShuryouGospel »
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Re: Character sheets
« Reply #1 on: October 08, 2005, 12:54:45 am »
Name: Armature
Class: Cyborg
Exp: 134
Level: 2, have to add stats.

HP: 20
PP: 0
AP: 0
DP: 0

Turret Arm - 1d30, have to replace arm to use.


Real Name: Tucker V. Wilson.
Alias: The Variant
Class: It Varies.
Weight: Somewhere around 100-200, it depends.
Height: About 6 foots.
Experience: 0

Hit Points:
Power Points:
Attack Power:
Defense Power:

Notebook/folder. Variant keeps all his notes and important files here.
Trenchcoat, suit, hat and black mask. He fights in it.
Pen. He writes with it.
Scrolls. Used for long distance portals.
Personal teleporter. Covered in Abilities.
Bullet proof vest. Provides +1 DP.

Personal teleporter - Spend 1 PP to teleport out of harm's way.
Variety - 1 PP, Variant claps his hands and crazy shit can happen, like him becoming composed of sand or become a master aeromancer. Roll a 1d10, the higher the roll the more effective it is. Before RP starts, a list of 10 abilities can be made and sent to GM (prefered).

Variant wears a brown trenchcoat, brown suit, brown shoes, brown hat and a black mask over his face. That's really about it.
« Last Edit: February 10, 2007, 11:18:53 pm by Armchair »
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Re: Character sheets
« Reply #2 on: October 08, 2005, 01:30:11 am »
Name: Joefus
Class: Soldierish (I guess)
Weight: 155
Height: 5'11"
LVL: 1
EXP: 81

HP: 20
PP: 5
AP: 0 (+2 elec damage)
DP: 0


*Electrolyte Gun - AP+2 elec.
*Blue Jump Suit
*Many pockets capable of carrying lots of things but not carryingmuch right now
I*nsulated bootsand gloves - keeps my hands and feet warm in the cold and cool in the heat
*Transmitter-recieved from the suite Jones, allows one to return to the tomb of King Narkroid

*Modified Jet-Bike - HP 30 - Used for high speed travel over ground and water.  Can uncomfortably fit two and unsafly carry three (third hangs off the back of the seat).  Main cannon requires 1 pp to fire, strength 1d(vehiclehp).  Charged cannon requires 2 pp 1d(vehiclehp+5)
*Modified Helicopter - HP 30 - Can carry one person safely, second has to take chance holding on to the side (GM decides dice role).  Has hoist claw for carrying objects (pp depends on weight of object).  Belly mounted cannon 1 d(vehiclehp) Cannot be used at the same time as hoist claw.

*Visor Scan: used on an enemy- 1d6 even number results in full statistical scan enemy target
                Any other time- Provides data on scanned object or person
*Gun Charge: Spends 1 PP to increase AP +2 for one attack
*Vehicle Call/Change: Use 1 PP to call a vehicle to my location or swap vehicle with another.
*Extra Vehicle- Allows for an extra Vehicle

A Rank x 2
B Rank x 2
C Rank x 0
D Rank x 0
F Rank x 0
Z Rank x 0
« Last Edit: November 27, 2005, 12:26:51 am by Joefus »


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Re: Character sheets
« Reply #3 on: October 08, 2005, 11:28:54 am »
Name: Chad Sterling
Class: Soldier
Weight: 145
Height: 5 foot something

HP: 20
PP: 5
AP: 0
DP: 0(+1)
EXP: 83
Level: 1


Desert Eagle- 1d20
Combat Knife- 1d20
Canteen of water
Kevlar Vest- Def +1
1 X Field Medicine- recovers up to 10 HP
1 X Grenade- deals 1d30 damage.

RP Gained Items:

Stun Stick- deals 1d30 damage short range electric.

Marksmanship- Increases accuracy, +1 to success rolls.
« Last Edit: February 17, 2007, 12:39:06 am by 1st Lieutenant Chad Sterling »
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Re: Character sheets
« Reply #4 on: October 08, 2005, 09:19:03 pm »
Name: Michael Sullivan
Alias: Buzzard
Occupation: Sky Bandit
Class: Theif
Height: 6'4"
Weight: 110 lbs
HP: 50
PP: 5
DP: 0
XP: 77

Bowie Knife - Gives +1 AP
Two Colt 45 Peacemakers- Gives +2 AP
2 X Grenade - Gives +5 AP
Two Automatic Machine Pistols- Gives +2 AP
1 all purpose Laser- Gives +3 AP

==Assorted other stuff==
A book called Enchanting for Dummies. Can be used to charge bullets with magic.

Theivery - Use various theiving skills, like steath and pickpocketing.
Money -- 200 credits
Sneaking - stealth, obviously
Duel attacking - allows for simultaneous attacking of two targets. halves damage, only usable with handguns.

The Scavenger is an airborne motorcycle propelled by jet engines. It clocks in at a top speed of 210 MPH, and seats one. Aside from the fact that it has a cockpit, armaments, and jet engines in place of wheels, the Scavenger very much resembles a large Harley-Davidson motorcycle with a black paint job.
HP: 20
AP: 0(+1)
DP: 0
  Machine Gun - gives +1 AP
  Smoke Screen (rolling match, 1d10, targets lose turn if lower number rolled. Only works if target is persuing.)
« Last Edit: February 05, 2007, 02:04:55 pm by Buzzard »
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Re: Character sheets
« Reply #5 on: October 10, 2005, 04:55:33 pm »
Name: MDude
Class: Skeleton
Weight: 30 or so pounds
Height: 6 foot something
Experience: 4
Death Count (not including pre-undead): 1

Hit Points: 20
Power Points: 5
Attack Power: 0
Defense Power: 0

MDude's journals- A large book made of leather and bone that MDude writes in.
Bone pen- A broken bone thet is always wet with thick, dark blood. MDude uses it as a pen.
Mimicery stone- This stone aligns itself with the stringest magical force in the area, allowing MDude to tell what kind of magical environment he is in.

Elemental blast- Costs 1pp and can create blast of heat, cold, or electricity that causes 1d12 damage to an opponent.
Heal self- Uses 1 pp to recover 1d10 points of damage.
Fix magic: Use 1 pp to restore 1d10 points of damage to a magical object or creature, like a rune or elemental.
Extra bone- Anyone who can reach MDude, including himself, can remove a bone from him, causing him 5 damage. The removed bone can be used as a weapon with one point of attack damage. Removed (and broken) bones are replaced by ethereal phantom bones until they can be regenerated, which happens when he is healed.

Description: MDude's skeletal body is covered in thick strips of cloth, kind of like a mummey's, but black. The area around his bones has a green glow to it, as if an ethereal substance was clinging to him. He keeps most of his things in his rib cage.

Name: Mechanical Duplicator/MD00D/MDude
Class: Robot
Weight: 170lbs
Height:  5'6"-7' (extendable-limbs + spine)
Experience: 0
Level: 1

Hit Points: 20
Power Points: 4
Attack Power: 1
Defense Power: 0


Disguise: Uses a built-in HEAT device to take on the apperance of another person using one Power Point presentation, but does not give any of the moves of that person.
« Last Edit: February 12, 2007, 12:47:14 pm by Armchair »


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Re: Character sheets
« Reply #6 on: October 13, 2005, 08:37:01 pm »
I'll throw outa profile just in case I ever play.

Name: Boris
Class: Technologist
Weight: 180lbs
Height: 6 ft

HP: 20
PP: 5
ATK: 0
DEF: 0
EXP: 10

Pipe Wrench: standard 1d20 roll
Homemade Railgun (cheefully nicknamed 'Thor'): - a 1d25 roll, a roll of 5 or below causes the weapon to take a turn charging before it can fire.
Repair Kit: +10 HP to robots and body armours.
2 x Spare Parts

Absentmindedness - Boris loses a turn to wasting time thinking up some new technical idea, but gains a (1) PP in the process.
Deployable Turret (2PP + reagent: [spare parts]) - Boris creates a small deployable turret from [spare parts] that can take (1d20) damage and can do (1d5) [+2 AP] damage a turn until its destroyed or the battle ends. If the turret is not drestroyed, Boris can reclaim it for a [spare parts]

A college student and young businessman who helped found fybertech and is the major force diametrically opposed to FyberOptic on how it develops, although they remain friends and allies and try to work things out.

EXP 12/100

Standard: 10
Bonus Log: +2 (Leadership)
« Last Edit: February 10, 2007, 11:35:07 pm by Boris »
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Re: Character sheets
« Reply #7 on: October 14, 2005, 05:12:10 am »
I might not ever use this, but ahh, what the hell!

Name: Mazo Panku
Class: Detective
Weight: 160 lbs
Height: 5'8"

HP: 20
PP: 5
ATK: 0
DEF: 0
EXP: 0

Mr. Fahrenheit: Mazo's prize and glory, a giant gun that barely qualifies as a pistol. It shoots small rocket-propelled projectiles that can do a variety of things. Besides being fairly intimidating due to its size and shape, the 'decoration' on top (of a naked woman with large breasts that protrude into sort of a crosshair) is sharp enough to cut glass. +1 AP in melee, but it's true strength lies in its awesome projectiles...

Mr. Fahrenheit's Rounds
Mr. Fahrenheit use special rounds instead of wussy things like bullets. His belt functions as a bandolier, holding primed and empty rounds. Reloading takes a free hand and involves flipping the barrel forward, dropping the round in, pulling the barrel back, and cocking the hammer.  Firing the gun takes both hands to keep it from flying off after a shot.

Mazo's PP represents the rounds he's carrying on him currently. Primed rounds are a little heavy, so this is his maximum carrying capacity without losing maneuverability. He carries a lot of empty rounds, though, which are relatively light and can be filled with materials and modified slightly into any of the other rounds, either at a place with sufficient materials (such as his house, or a lab or armory) or using random makeshift items.

Explosive (2 PP) - a powerful explosive shot capable of dealing heavy damage to enemies within a fairly close range, also sends them flying a short distance.
Sand Attack (1 pp) - a shot that explodes into a large cloud of annoying sand on impact. Anyone in the cloud suffers some annoying penalties to their attacks, and can't see as far for ranged attacks.
Immobilizer (1 pp) - a shot that explodes into a tangled ball of toilet paper. Can immobilize people for a really short time, knock small birds out of the air, and clean up really big messes.

Overload - After a mission starts, Mazo can load way up on ammo at the cost of mobility. Every PP above his maximum gives him a -1 to DEF, up to a maximum of 5 PP, and at -5 DEF his running speed is cut in half.

Mazo is a cut-rate detective whose abilities are better used on bargain bins and nearly-abandoned game stores than murder cases and missing artifacts. He seemingly has the ability to find any game ever created within three to five weeks, so long as he's sufficiently paid of course. Unfortunately, times are tough for a guy whose skills aren't really needed by anyone ever, so he's had to resort to several of said murder cases and missing artifacts. This, in turn, brought him enemies... guys with guns, whose flunkies are also guys with guns, who own dogs that also carry guns. Bad situation.

So after some lengthy chatting with people who know people, Mazo somehow ended up with a custom-built, gleaming awesome monstrosity of a gun, and also a pretty large amount of debt to pretty much everyone ever.
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give them the finger
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Re: Character sheets
« Reply #8 on: October 24, 2005, 11:22:49 am »
Name: Bluejay
Class: Pilot/Rogue
Weight: 202Lbs.
Height: 5'11"
Experience: 0
Lvl: 1

Hit Points: 20
Power Points: 5
Attack Power: 1
Defense Power: 2

Electric Short Bow: collapseable short bow capable of enfusing its arrows with electrical force (+1 elec damage uses 1PP for electric arrows)
Palm top shield generator:Mounted in left glove, capable of withstanding small to moderate blows +2 DP, shield can envelop entire body if needed (cost 2PP for complete protection)
Double edged "ninja" sword (see collectibles topic, it's the sword with the holes in the blade)

Duel Deck:
Monster Reborn: revive one fallen ally 2pp
Harpies Feather Duster: Negate all magical spells for two turns 4pp
Negate Attack: attacking opponant deals zero damage this turn 2pp
Pot of greed: doubles parties exp earned from slaying 1 opponant creature 5pp
Change or Heart: select enemy monster, it will fight on your side for three turns 1pp (does not work on higher level monsters)

J-POP: Two seater Jet with twin vulcan cannons. The J-POP can fly at speeds of 400MPH and can hover, Mostly silver but with blue nose, edges of wings, and tail.  50HP guns cost 1PP to use, each gun fires for 1d10 damage
« Last Edit: November 14, 2005, 01:37:57 am by Bluejay »
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Re: Character sheets
« Reply #9 on: November 04, 2005, 01:10:50 am »
Name: "Deck" Walson
Class: Geneticist

LV: 1
HP: 20
DP: 1
PP: 5
XP 046/100

Feat: Perform a superhuman feat depending on gene, on average costs 2 PP, may cost more depending on difficulty of feat. Performing a feat without sufficient PP could cause self injury.
« Last Edit: February 22, 2007, 10:12:54 pm by Deck »


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Re: Character sheets
« Reply #10 on: May 25, 2006, 01:42:44 am »
Name: Prospero
Weight: 63 kg
Height: 1.75 m

HP: 20
PP: 5
AP: 0
DP: 2

LVL: 2
EXP: 144

Click here for story


 - A bottle of water.
 - A ball of putty which reacts to thoughts.
 - A 9mm pistol. Rolls a 1d25 for damage.


None yet...!
« Last Edit: February 22, 2007, 10:15:04 pm by Prox »


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Re: Character sheets
« Reply #11 on: February 06, 2007, 08:44:32 am »
Name: David Green/Shadow
Class: Martial Artist
Weight: 72kg
Height: 6'1"

Hit Points: 20
Power Points: 5
Attack Power:1
Def: 0
Level: 1
EXP: 96/100

Power Claws: Uses Nylarian technology stolen(gained?) from Turner Transcontinental to form a pair of energy claws using massive amounts of heat to melt/cut through most substances.

Special moves:

Kick: A quick, hard kick to an enemys chest, stunning him/her/it. Roll a 1d2 for results. 1 = stun, 2 = miss. 1 PP
Coup de grace: A stab straight into an enemys heart. Roll a 1d2 for results 1 = insta kill (cept if it be a robot) 2 = miss. 4 PP

Bio: Still talking aboot it.
« Last Edit: February 23, 2007, 10:01:29 pm by Shadow »