Envision an old file cabinet, stuffed full of dossiers. That's what this thread is.
DOSSIER
NAME: Loviisa Reponen
AGE: 29
SEX: Female
NICKNAME: Fox or Lovely.
DESCRIPTION: 1 meter, 75 centimeters long woman at 73 kilograms (or 5 foot 9 inches and 180 pounds to the uncivilized) with blonde hair at medium length. Eyes are green, face is one of a farm girl with round cheeks, short face with pointy nose and small mouth. Her body shows some thickness, though it's known there's more muscle under her skin than fat. She walks confidently around and talks in tone that is straight with a hint of cheer when off duty. When she smiles, one can see two teeth lost from the lower jaw. Most importantly, she has B-cups.
PERSONALITY Laid back woman with patience to a fine degree, but be damned if you cross it. Prefers long walks with or without company and some good books or magazines to read, one couldn't say she's mere farm girl. Feminist to a degree and wanting to show that women can be successful in military, it's easy to get her to do something by saying something about men can do it and women can't. Does enjoy good beer and brandy every now and then. And sauna. And swimming. And wilderness.
She hopes to do missions with few casualty- no civilians hopefully. One must shoot to kill enemies but if it isn't stated in missions, as little contact with them poor bastards as possible.
She has a bad habit to focus intensively to some stuff, be it mission or thought from past or some other stuff. Takes a yell or tap on shoulder to bring her back.
ATTIRE She prefers clothing with pixel pattern, with percentages of pixels being colored by average colors from mission zone. Tactical vest has three small pouches on the left side filled with clips, right side has one bigger satchel for equipment. Holster for pistol is on right side, and on left there is another satchel for clips. She prefers backpack, either a big one for longer marches or small one for simple missions, containing equipment for missions.
Outside missions she wears typical Finnish army attire with the insignia on her right arm, and the brown barrette with golden bear on it. Very important to Loviisa.
WEAPON OF CHOICE Her preferred weapon is RK 95 Assault Rifle with ACOG or Night Vision. On holster there's Glock. Usually she carries two to four grenades or pipe-bombs or mines with her. And of course a Mora-knife on her belt.
MUGGING "What are you, nuts?" before either A) Shoot, B) Grab something for weapon and fight (aim at knife arm, face and knees).
BIOGRAPHY From lovely countrysides in eastern Finland, Loviisa was born after her two brothers. Childhood happened to be rough as living with two brothers could end up be, but it grew her up bit tougher. She worked her share on farms and did well enough on school, having friends playing tag and baseball and wandering in forests. At teenage years she was with a boy for three years, getting interested in philosophy, history and culture. Always defending feminism, she long decided to go to military and for that she did train by longer marches, skiing and going for camp with her boyfriend. She applied and was sent into Special Border Guard forces at 20 years of age and was taught there the recon operative ways.
After military, she broke up with his boyfriend and continued military career. She did this for four years, before heard about Dreadnaughts. She trained hard and worked hard with Special Border Guard Forces until she finally earned the full-golden insignia on her chest. Year from that, she applied to the Dreadnaughts.
And there we are.
TALENTS Saying poetry in some damn impressive voice. And she does know how to dance.
ROLE: Scouting, infiltration, basic infantry. Loviisa knows how to march and stay in the wilderness, and do some reckon operations. She can create hideouts and scouting camps. Scouting also taught her basics of how to explode things.
OTHER She dreams of being in talent show every now and then.
I LIKE (Once a couple sheets are in, post what characters your character likes. If you want, you can expound upon this. Ex. "I think Chad's cute")
I DISLIKE (Once a couple sheets are in, post what characters your character dislikes. If you want, you can expound upon this. Ex. "Fuck you, Chad.")
ATTRIBUTES
You have 19 points to allocate between each stat. Remember, you cannot have zero in a stat. Please don't be the dick that has 1's in 5 of the stats and then has a Strength of 14 or something. Remember your character should be able to make into the Dreadnaughts, an elite group. If you’re an infantryman with a Strength of 1, I’m going to question how you made it through the entry exams. One last time: it’s okay to suck at things. I’m sure it won’t come back to bite you or anything.
Strength 2
Dexterity 4
Constitution 5
Wisdom 3
Intelligence 3
Charisma 2
SPECIALIZATION: Survival: Orientation. Art of Not Getting Lost.
Melee Combat, Finesse (Dex+Str): 7. Loviisa’s quickness and training allow her to strike quickly and effectively. Most importantly, they let her fight dirty. Go for the kidney shot.
Melee Combat, Brute (Str+Con): 5. Loviisa’s not enough of a physical juggernaut to pull off any Bane-level haymakers, but her excellent physique and training help mitigate this.
Unarmed Combat, Finesse (Dex+Str): 7. Fast and clever. Just like her nickname.
Unarmed Combat, Brute (Str+Con): 5. Same as above.
Marksmanship (Dex+Wis): 8. An excellent shot. Farm girl with military training? Run for the hills, boys.
Explosives (Int+Dex): 5. Some basic understanding of explosives from training, but she wasn’t geared specifically toward EOD or anything.
Tactics (Wis+Int): 5. Again, she’s got a good grasp of basic unit dynamics and such from training, but probably shouldn’t be in charge of the entire company.
Operating (Dex+Int): 6. That sound you just heard is Loviisa breaking stereotypes.
Medicine (Int+Wis): 4. Err. Basic first aid’s really about it.
Sneaking (Dex+Con): 9. If she tiptoes, she might as well be invisible.
Mechanics (Int+Dex): 4. Being a farm girl, she has experience with broken machinery, but not comparable to an Army engineer or anything.
Camouflage (Wis+Int): 8. An essential part of reconnaissance training and hunting.
Survival (Int+Con): 8. Again, stellar. Years of hunting coupled with military experience have made her an apt survivalist.
Persuasion (Int+Cha): 5. Eh. Outside of womanly charms, she’s not going to be doing a ton of persuading.
Intimidation (Str+Con): 4. Military or no, she, doesn’t immediately strike you as the dangerous type (which, normally, is an indicator of who the dangerous ones are)
Regulation (Wis+Cha): 4. Can keep her cool but isn’t going to be moving on to psychotherapy after her tenure with the Dreadnaughts is over.
Lying (Int+Cha) : 4: Kinda hit or miss.
Leadership (Wis+Cha): 3. Not the greatest leader.
Willpower (Wis): 7
Morale (Wis): 7
Stamina (Con): 9
Health (Con): 9
PERKS
PIROUETTE
Prerequisites:
Dexterity: 3
Whether it's on the dance floor or the battlefield, your character's pretty graceful. As a result of their natural quickness and reflexes, your character gains a +1 Modifier to Finesse Combat rolls, owing to how damned hard it is to punch someone that doesn't ever stay still.
FLOAT LIKE A BUTTERFLY...
Prerequisites:
Dexterity: 4
Light on your feet is one apt way of describing you. Another apt way of describing you is "a mothafuckin' ninja". Your character's keen eyes and precise fingers translates into a +1 Marksmanship Modifier along with a +1 Modifier to any Reflex-based situation, like reacting after being ambushed or something.
CROSS FIT
Prerequisites:
Constitution: 3
In elementary school, you always came in first ahead of the other kids when you ran the mile. In the Dreadnaughts, you still do. Your character's in great shape and always gets the all-clear from the doctor when you go in for your routine checkups. As a result of your body being so healthy, all Medicine rolls applied to you have a Modifier of +1. Your character also resists poisons and toxins more easily: all rolls against toxins and poisons have a +1 Modifier.
TWENTY SIX POINT TWO
Prerequisites:
Constitution: 4
Your body’s in tip-top shape. Your focus on cardio grants you a +1 Modifier to any Unarmed and Melee Combat rolls, as you’re able to throw more punches without tiring yourself out. Additionally, you’ll start missions with a Health and Stamina of 8 as opposed to 7.
OLYMPIC
Prerequisites:
Constitution: 5
Other people’s bodies are like diesel engines-yours is more comparable to a nuclear reactor. As a result of intense exercise and paying the utmost attention to your physical well-being, you’ll begin missions with a Health and Stamina of 9-additionally, they’ll decrease more slowly.
ZEN
Prerequisites:
Wisdom: 3
Consider the river. Though it is constantly in flux, it is the same. While you’re at it, consider your character, who just walked across it. Your character’s self-discipline and sense of the grand scheme is a crucial part of their ability to perform in the Dreadnaughts-they’re not rattled by changes in leadership, battlefield catastrophes, or even the fact their legs just got taken off by an IED. Your character’s unshakeable calm gives you a +2 to Regulation rolls.
CHECKMATE
Prerequisites:
Intelligence: 3
Your character’s quite sharp. Not much else to say, ya know? As a result, you receive a +1 to Tactics, Survival, and Medicine rolls. Stay in school, kids.
TIPTOE
Prerequisites:
Constitution: 3
Dexterity: 3
Strength must be equal to or lower than 3.
Character must not be hulking in size. Under six feet and under 180 pounds.
Huh? What was that? Your character’s light step and keen reflexes are quite useful when it comes to covert operations. You move around quietly, easily going about unnoticed-even when professionals are on sentry duty. As such, you gain a +2 Modifier to Sneaking rolls. You’ll also gain a +1 Modifier to any Melee/Unarmed Sneak Attacks-striking an opponent who is unaware of your presence. The downside is that your brand of stealth is not as well-suited to all out brawls-you suffer from a -1 Modifier to any Brute Combat rolls.
DO YOU WANNA BUILD A FUCKIN’ SNOWMAN
Prerequisites:
Character has experience with arctic fighting or in cold environments
Character has no other environmental perks
You piss liquid nitrogen. You, for a while, actually dated a girl named Elsa. She was Scandinavian. And it took you six months to realize she wasn’t pretty at all because it’s dark for like 13 months out of the year up there. Regardless, you’re essentially a human polar bear. While others will be snapping off their appendages like graham crackers, you’ll treat the frostbite like it’s a brisk wind, the hypothermia like a mere passing shiver. Fighting in cold climates will grant you a +1 boost to Morale and +1 boost to Willpower.
PERSONAL PERK: TEACHER’S PET
Hailing from the same land as Belroth-and being the only Finn (thus far, if some other Finnish character shows up I’m going to have this and I’ll be all annoyed) in the Dreadnaughts’ ranks, you have a unique connection with Belroth. While nothing major, he’s a bit more apt to open to you-particularly in your native tongue. You could perhaps use this, with some careful subtlety and planning, to get a bit more information than the old man would normally let on.
DOSSIER
NAME: Dr.Isaac Cromwell
AGE: 55
SEX: Male
NICKNAME: Doc
DESCRIPTION: Doctor Cromwell is a thin man of average height, about 5’11” and 155 lbs. He is a very gangly man, with long skinny arms and legs. He has good posture, always staying perfectly upright like he’s standing at attention or something of the sort. His fingers, being long and slender, give him an almost spider-like quality. While he’s certainly not in fighting shape, Doc is still in relatively good shape, with a flat stomach and such. He’s an Italian man, with dark skin and black hair that is now more grey than black. He’s a fairly attractive man, with a square head, a cleft chin, and short wrinkles beginning to form by his eyes. His eyes are almond-shaped and are brown in color. His hair is cut close to his head and is tussled at the top with hair gel. Doc has small ears that lay flat to his head and an average-sized narrow nose. Cromwell has excellent hygiene, with straight pearly white teeth like planks in a picket fence, groomed nails, and a well-groomed body. He has a small white scar on his left shoulder from a car accident. He wears a pair of rectangular-framed glasses. He speaks with an alto voice, a little deep but authoritative and firm-sounding.
PERSONALITY: Dr.Cromwell is known to be an ambitious man, a maverick of sorts. He is a devoted workaholic, constantly pacing the halls of the hospital and checking in on patients. He’s classified by many as a busybody, sticking his nose in people’s business. He’s an extroverted and very down to Earth man, preferring to work in groups or chat over coffee rather than tackle books alone or email a partner. He’s got a certain flirtatious air to him and is famous for playfully flirting with some of his female staff. Some call him sexist for it. He calls it having fun. He has a good sense of humor and is very sarcastic. Despite his rather down-to-earth nature, some lower-ranking people find that he often almost subconsciously talks in a patronizing way. Doc Cromwell sees himself as a sophisticated gentleman, listening to classical music over rock and wine instead of a beer. He occasionally hosts cocktail parties at HQ.
ATTIRE: This depends on what he’s doing. When doing paperwork or simply patrolling the hospital floors, Dr.Cromwell wears a pair of dress slacks, a white Oxford shirt, a tie of some sort, and a labcoat. He carries a stethoscope around his neck and wears a pair of black loafers on his feet. He always carries a pair of blue nitrile gloves in a pocket of his coat. When performing a surgery, Dr.Cromwell dresses in blue scrubs and a face mask.
WEAPON OF CHOICE Being a rather high-ranking member of the Dreadnaughts staff, Cromwell carries a Taurus Model 22 pocket pistol with a rosewood grip with him at all times. It is a small pistol but is easy to conceal, meaning that enemies don’t see it coming when he pulls it out and shoots them dead. He has a Smith & Wesson .44 magnum revolver in the top drawer of his nightstand, within arms reach of him when he’s asleep. The blowback would probably send him sprawling, but few people will stare down the barrel of a .44 and not get at least a little antsy.
MUGGING: He’d hand the mugger a fifty and tell him to get lost. When he goes to run away, Cromwell would shout “hey! My money!” and then shoot him.
BIOGRAPHY: Doc Cromwell was born in upstate New York, near Buffalo. He grew up the third of four children of a nurse and a lawyer. He wasn’t particularly talented in school until freshman year in high school, when he took biology. He developed a love for biology and found mathematics rather easy. He graduated with a 3.9 GPA (this is before honors and AP classes) and attended the U.S. Naval Academy. He worked as a doctor in the Navy, getting his medical degree from Emory University while off-duty. He worked as a doctor on the USS Enterprise (the aircraft carrier, not the spaceship) for about ten years, and then moved to the Navy Medical Center in Norfolk, Virginia, where he worked as a surgeon for another twelve years. By the time he left at age 47, he was the head of the hospital’s surgical department. He received many accolades for his service to the country and became renowned for his surgical techniques. He was one of the first surgeons to ever use advanced skin grafts to repair burns on wounded soldiers. He got married at age 28 and had his first kid at age 31, then another at age 34.
Had Doc Cromwell stayed at the Naval hospital, he probably would have kept ascending the ranks. Many people thought he’d make a good Surgeon General, but then, when he was 47, Cromwell and his wife got in a terrible car accident while driving home from vacation in the Outer Banks. Cromwell escaped the accident with nothing to show for it but a small, hardly-noticeable scar on his left shoulder, but his wife wasn’t so lucky. She received severe head trauma from the accident and fell into a coma. She died a few weeks later. Doc Cromwell grieved for a long time, but with the help of his family was back on his feet in under a year. About a year after this, Cromwell met Belroth Daemon, who offered him a job as the chief of medical staff at the Dreadnaughts HQ. Desiring a change in scenery, Doc Cromwell decided to retire from the military (he had a pension at this point anyways) and began working at the Dreadnaughts HQ as their chief of healthcare.
TALENTS: I don’t think I need to mention that Doc Cromwell is a kickass surgeon, but he is. At some point in his industrious career, Doc decided to pick up the art of sleight-of-hand magic. He is good with card tricks as well as party tricks. He is very well-read. His favorite book is The Hunt for Red October by Tom Clancy. Cromwell is a gifted writer and is currently working on a memoir from his time on the USS Enterprise, as well as a novel based on the Dreadnaughts. He is still throwing around titles, but Belroth suggested “The Reckoning of Lesser Men” for it.
ROLE: Chief of Medical Operations at HQ. Basically, Doc Cromwell is the head doctor. He runs the hospital and makes sure that all of the other employees are doing their jobs. In addition to this, because he gets bored just sitting at a desk all day, Doc Cromwell works as a doctor in the hospital, often performing difficult surgeries and checking in on ICU patients.
OTHER
I LIKE
I DISLIKE
ATTRIBUTES
You have 19 points to allocate between each stat. Remember, you cannot have zero in a stat. Please don't be the dick that has 1's in 5 of the stats and then has a Strength of 14 or something.
Strength: 1 (Cromwell’s aging decently, but he still doesn’t lift much, and so he’s not particularly strong)
Dexterity: 3 (Cromwell has steady hands for medicine, but he hasn’t fired a gun in quite a long time. Don’t expect him to turn sniper [until I use my fate point])
Constitution: 3 (Despite his aging, Cromwell’s excellent diet and great hygiene have kept him quite healthy)
Wisdom: 4 (Years of experience have given Cromwell the wisdom to stay resolute in the middle of a difficult surgery or a tense situation)
Intelligence: 6 (With years of experience, a love of reading, and a medical degree, Doctor Cromwell is quite possibly one of the smartest men on base)
Charisma: 3 (While Surgeons aren’t particularly well-known for their social skills, Dr.Cromwell is a fairly fond person to be around and is fairly persuasive.)
SPECIALIZATION: Medicine: Emergency Surgery.
MELEE SKILLS
Melee Combat, Finesse: 4. Doc’s not exactly Mr. Miyagi.
Melee Combat, Brute (Con+Str): 2. Doc’s not exactly Mike Tyson.
Unarmed Combat, Finesse (Dex+Con): 5. I’ll give you 5 given that he could pinpoint just where to slice somebody open, but I’d avoid close quarter brawls with Cromwell regardless.
Unarmed Combat, Brute (Str+Con): 2. Just run.
WARFIGHTER SKILLS
Marksmanship (Dex+Wis): 5. Not much in the way of training for marksmanship-he’s also relying mostly on surprise with the .22, so up-close-and-personal he should do.
Explosives (Dex+Int) : 4. While no formal training, I’d imagine with his intellect and presumable knowledge of chemistry he could make a bomb if necessary, but it wouldn’t be the best.
Tactics (Int+Wis): 5. Smart and wise, Cromwell has the potential to be a decent tactician, but not much in the way of field training.
Operating (Dex+int): 4. No real experience handling military vehicles, but hey, most old people are way worse at driving than this.
NON-COMBAT SKILLS
Medicine: (Int+Wis): 10. Cromwell’s experienced, smart, and an all-around superb physician.
Sneaking (Dex+Con): 6. Given that he’s actually not too far from being a ghost…
Mechanics (Int+Dex): 5. Eh. Surgeons. Car body repair. There’s a correlation there somewhere.
Camouflage (Con+Int) : 2. I’m pretty sure they only cover camouflage for internal medicine residents.
Survival (Int+Wis): 3. He’s better at restarting hearts than he is at starting fires.
INTERPERSONAL SKILLS
Persuasion: (Cha+Int): 7. Whether it’s the smartness or the fact he’s the only surgeon alive who’s not totally full of himself, Cromwell’s surprisingly persuasive.
Intimidation (Str+Con): 5. I’m torn here. He seems smart enough to come up with something reasonably intimidating. But old people, aside from Gran Torino Clint Eastwood, are generally not that scary. So I’m going to put it at 5 and let you roll with Intelligence in place of Strenght, provided his threats are based off brainiac stuff rather than “HULK SMASH”
Lying (Cha+Int): 8. Bill Murray levels of poker face here.
Regulation (Cha+Wis): 7. Years of working with hysterical patients have helped him learn how to soothe terrified patients.
Leadership (Cha+Wis): 6. He’s not the guy everyone goes to when shit hits the fan, but he’s got experience and is rather disciplined.
FLUID SKILLS
Willpower (Wis): 9
Morale (Wis): 8
Stamina (Con): 6
Health (Con): 7
PERKS
PIROUETTE
Prerequisites:
Dexterity: 3
Whether it's on the dance floor or the battlefield, your character's pretty graceful. As a result of their natural quickness and reflexes, your character gains a +1 Modifier to Finesse Combat rolls, owing to how damned hard it is to punch someone that doesn't ever stay still.
CROSS FIT
Prerequisites:
Constitution: 3
In elementary school, you always came in first ahead of the other kids when you ran the mile. In the Dreadnaughts, you still do. Your character's in great shape and always gets the all-clear from the doctor when you go in for your routine checkups. As a result of your body being so healthy, all Medicine rolls applied to you have a Modifier of +1. Your character also resists poisons and toxins more easily: all rolls against toxins and poisons have a +1 Modifier.
SILVER TONGUE
Prerequisites:
Charisma: 3
Are you familiar with the D.E.N.N.I.S. system? You should be, because you embody it. Your character’s mastery of psychological trickery and general suaveness gives them a +1 to Persuasion and Lying rolls. If your character is under 17, you’re also able to talk your way into rated R movies. Don’t abuse this privilege.
ZEN
Prerequisites:
Wisdom: 3
Consider the river. Though it is constantly in flux, it is the same. While you’re at it, consider your character, who just walked across it. Your character’s self-discipline and sense of the grand scheme is a crucial part of their ability to perform in the Dreadnaughts-they’re not rattled by changes in leadership, battlefield catastrophes, or even the fact their legs just got taken off by an IED. Your character’s unshakeable calm gives you a +2 to Regulation rolls.
WAX ON
Prerequisites:
Wisdom: 4
Your character’s focus and discipline are excellent. You’re not distracted easily, to say the least. While you can have a good time, you can wholly apply yourself when the time is necessary. Your character’s ability to keep their cool gives you a +1 to Finesse Combat rolls and Marksmanship Rolls, as you can maintain solid form under pressure. Furthermore, you’ll start missions with an 8 in Morale and Willpower.
CHECKMATE
Prerequisites:
Intelligence: 3
Your character’s quite sharp. Not much else to say, ya know? As a result, you receive a +1 to Tactics, Survival, and Medicine rolls. Stay in school, kids.
WE WERE LEFT DARKLING
Prerequisites:
Intelligence: 4
Your character’s mental prowess is truly remarkable. You’ve got a 2400 on your SAT, can solve a Rubik’s cube in under a minute, and you’ve got Stairway to Heaven sorta figured out. But, most importantly, your intellect helps you with a +1 Modifier to Tactics, Operating, and Mechanics rolls.
MARY SUVOROV
Prerequisites:
Intelligence: 5
Your character’s problem solving abilities are paramount, as are their other smart people ability things. Guided by cleverness, excellent perceptive abilities, and a vast reserve of knowledge, your character receives a +1 to Tactics, Medicine, and Persuasion rolls.
THE RAVEN
Prerequisites:
Intelligence: 6
Across numerous mythologies, the raven is hailed as a trickster, a con artist, a wunderkind. Sharper than his fellow avian brothers, the raven’s intelligence is near-unrivalled in the animal kingdom. Similarly, you find few in this world capable of truly stimulating your intellect. Your mind simply operates on a level most can’t reach-you’ve studied many disciplines and retained them all. As such, you receive a +1 Modifier to any roll where Intelligence is the determining Attribute. Your Intelligence is also well-known enough that it can be deployed to your advantage: for instance, you can use your outstanding rhetoric and masterful vocabulary to baffle those you’re lying to, or more readily persuade people who have no idea what the hell you just said.
TIPTOE
Prerequisites:
Constitution: 3
Dexterity: 3
Strength must be equal to or lower than 3.
Character must not be hulking in size. Under six feet and under 180 pounds.
Huh? What was that? Your character’s light step and keen reflexes are quite useful when it comes to covert operations. You move around quietly, easily going about unnoticed-even when professionals are on sentry duty. As such, you gain a +2 Modifier to Sneaking rolls. You’ll also gain a +1 Modifier to any Melee/Unarmed Sneak Attacks-striking an opponent who is unaware of your presence. The downside is that your brand of stealth is not as well-suited to all out brawls-you suffer from a -1 Modifier to any Brute Combat rolls.
You know what, fuck it. You mentioned his flirtatious nature. So I’m giving this one to you.
SEX APPEAL SILVER FOX
Prerequisites:
Does not have BATTLE SCARRED, I or BATTLE SCARRED, II
Does not have LAMB GONE ASTRAY
Constitution: 3
Charisma: 3
Your character’s turnin’ heads as they walk down the street. Mmm. Damn, girl, do you shit with that ass? Your character’s rocking it. All day, erryday. Show it off a little. Guys, wear some deep V’s, maybe some muscle shirts. Ladies, let’s see some pencil skirts. Lord knows they need something to brighten up the mood in the Dreadnaughts offices. Regardless, you have +2 to Persuasion rolls against members of the opposite sex (or those attracted to you). Unfortunately, well, not everybody’s so fond of how pretty you are. Persuasion checks against members of the same sex (or those not attracted to you) will suffer a -1 Modifier. They hate the playa, not the game.
PART TIME CULT LEADER
Prerequisites:
Charisma: 4
Wisdom: 3
OR
Charisma: 3
Wisdom: 4
Your character’s like a more family-friendly version of Charles Manson. Pun intended. In all seriousness, your character’s leadership skills are remarkable. You could get the NAACP and the Klan to work together on something. If you’re not in the HR Department, your talents are probably being wasted. But, hey, +1 Leadership rolls for you.
BELIEVABLE BULLSHIT
Prerequisites:
Intelligence: 3
Charisma: 3
Your character is able to convincingly come up with elaborate lies on the spot. Congratulations! You’re an ass! Or have the capability to be one, at any rate. But hey, I’m not about to judge you for whatever you use your destructive abilities for. +1 to Lying rolls, friend.
AGE BEFORE BEAUTY
Prerequisites:
Character must be older than 45
Need me to help you across the battlefield, gramps? Your character was probably quite the soldier back in their heyday, but, well. Every dog has to shit in the woods, as the saying goes. Your character’s experience amounts to a +1 Willpower boost. The downside is that no number of pushups is going to get you back into your prime, and you suffer a -1 to Stamina.
PERSONAL PERK: ONE LAST FIGHT LEFT IN ME
Cromwell’s a seasoned doctor, a relatively mild-mannered man, and self-labelled gentleman. And yet beneath all that, under all those coping mechanisms, lies a man who’s had to watch dozens of people die over the years. Maybe a few at his own hands. What if he was too slow? Could he have saved them? And his wife…oh his wife. Well, Cromwell’s not neurotic or anything. But maybe there’ll come a time when he does lose it, and he drops that little .22 of his for the .44 he keeps in his nighstand. When that happens, Cromwell’s pulling himself back to the other side of the hill and laying down some 8-years-of-school-plus-residency-qualified ass kicking.
DOSSIER
NAME: Dr.Johnathan Moore
AGE: 33
SEX: M
NICKNAME: Doc, KINGFISHER, Johnny, John
DESCRIPTION: Dr.Moore is a tall, big-framed gentleman, standing at 6’2” and weighing somewhere around 220 lbs. He is a big fellow with long legs and a broad chest. He stands with his shoulders back and his head pointed slightly high in a haughty way. He has large hands like baseball mitts. His skin is tanned from a lifetime love of nature. Moore is a fairly attractive man, reminiscent of a good-natured lumberjack (one of his nicknames at the hospital used to be Daniel Boone). He has a round head with a very thick light brown full beard. The hair on his head is cut short, and he has large ears that stick out slightly. Moore’s eyes are blue and calm looking; he always looks somewhat friendly. Moore is known for his good hygiene. He takes good care of his body, and as such has healthy skin and good teeth. He has a small crescent-shaped scar on his right kneecap from a surgery on a torn ligament in his knee when he was in high school.
PERSONALITY Dr.Moore is a brilliant, but troubled, man. He is a pessimistic man, a demeanor that he received from years of being an ER doc. He tries to be positive, but like a clinically-depressed clown, usually fails. He has a bad habit of being brutally honest with people and is generally desensitized to death. If you’re bleeding, he’s going to shoot straight with you on the damage, and more than once he’s told someone that they’re basically going to die. He is an incredibly-determined man, willing to do whatever it is to get the job done. He is on the verge of being a tryhard, and is one of those people who will never stop fighting to keep someone alive. He’s not going to take you off of life support unless forced to. This is because, like many ER docs, Moore has PTSD. He’s watched countless people die on the operating table, and it haunts him. He has a ton of trouble sleeping and gets flashbacks when he doesn’t take medication. To this day, he still has nightmares about the operating room. In addition to this, Dr.Moore has grown a dislike for shooting. While he doesn’t have a problem wielding a gun and laying down cover fire/killing from a distance, if faced with a situation where he has to shoot someone point blank, he’s going to have a problem (I was thinking this could be a +1 modifier to unarmed combat or something, but don’t make it his special perk because that’s lame).
Away from his job, Moore isn’t a bad guy. Moore loves the outdoors and is rather redneck-esque when it comes to guns. Back in the USA he used to hunt and fish a lot; these are his two favorite activities next to hiking. Moore very rarely drinks much and hates cigarettes with a passion. He’s a well-read individual with a fairly-extensive library at home. He’s an Orioles and Cowboys fan (because he grew up without a football team and the Cowboys were really good when he was a kid). He likes sports a lot, especially baseball. His favorite food is barbecue ribs. Moore seems like a person who can be found often at a cookout or barbecue. He’s fairly sociable, though usually skirts around questions about his old job like “how many people did you watch die?” (you’d be surprised how many people would ask that).
ATTIRE: Nothing fancy, just typical army gear. Moore wears a camouflage fatigue when in combat, protected by a plate-carrier tactical rail. He has black combat boots and thick gloves that he takes off when he needs to do something doctor-y in a very dramatic way. He usually wears a pair of black Oakley sunglasses and a camo Orioles hat, as well as an earpiece which he uses to communicate with other members of the task force. On his back, Dr.Moore wears a kevlar backpack which contains his medical supplies. When Dr.Moore is at HQ, he generally dresses in a blue polo and khakis or something of the sorts, usually with a white labcoat on when working.
WEAPON OF CHOICE
-Sig Sauer P226. While Dr.Moore doesn’t know his way around a battlefield as well as your typical ‘Naught, he’s been shooting guns since he was eight years old. Of all the pistols he’s fired, the Sig is his favorite.
-M4 Carbine. The standard issue rifle of the US Marines, this lightweight carbine serves as Dr.Moore’s primary weapon. He has an under-barrel grenade launcher on the gun as well as a red dot sight.
-Medical equipment. Not weaponry, but the opposite. This is what Doctor Moore carries in his backpack.
-AED defibrillator.
-Alcohol swabs
-Assorted catheters.
- intraosseous infusion kit, used to administer fluids to a patient with severe blood loss/burns.
-IV fluid and IV catheters.
-Chest seal, a device used to seal up lung wounds in order to allow the patient to breathe.
-Wound-packing foam. A new innovation from Hopkins, this sprayable foam can be used to plug up bullet wounds and prevent excess bleeding until the patient can be taken to a surgical staff. it works as an excellent hemostatic agent.
- A Surgical Cricothyrotomy kit, used to restore breathing to patients.
- Morphine
-Narcan, an antidepressant to counter Morphine’s less-desirable effects
-Phenergan, an anti-nausea medication that strengthens Morphine.
-Ibuprofen
-Antibiotics
-epinephrine shot (Epi-pen)
-Gauze.
-tourniquets
-Splints
-Safety pins
-Assorted hypodermic needles/syringes
-Nitrile gloves
-tape
- burn dressing (a gel bandage)
-Trauma shears
Yeah, he has to carry a whole lot of shit. So next time Moore pokes you and you complain about him being a crappy doc, just remember that he hauls that sack of shit around to keep you from getting your head blown off your shoulders by an angry terrorist.
MUGGING: Dr.Moore would attempt to negotiate with the mugger, and when negotiations failed would probably use his keen medical knowledge of pressure points to twist said mugger into a pretzel.
BIOGRAPHY: I’ll make this brief. John Moore was born in Baltimore City. His mother was a paramedic at Hopkins and his father was the head chef of a popular Baltimore seafood restaurant, so he was fairly well-off. From a young age, John knew that he wanted to be a doctor. He loved hearing about his mom’s days at work and quickly grew a keen love for biology. He was a very intelligent boy, and rose to the top of his class at Western Tech with ease (though he was not first in the class; this still bugs him a little because the Valedictorian cheated off of him on a calculus test). John attended Johns Hopkins University for no charge since his mother worked at the hospital. He used an accelerated MD program to get his degree by age 25, and decided to do his residency at the University of Maryland Shock/Trauma Center, voted the best trauma center in the world (it’s hardcore. Like, MASH units get trained there). Through years of watching the hit drama show ER, Moore began to fancy the idea of being an emergency physician (ER doc). After finishing his residency, Dr.Moore got a job at the Trauma center.
When Dr.Moore was 31, his career as a physician came to an end. An eight-year-old girl got shot four times at a street corner in West Baltimore. She was rushed to the Trauma center, where Dr.Moore met her and her family. The bleeding was extensive, and she was short for this earth. Moore was already having a bad day; he had a heart attack patient and an elderly cancer patient die on him, and he wasn’t going to let a third go. He removed the bullets and was able to patch up the wounds, but the internal bleeding was bad enough that she went into hemorrhagic shock. He fought as hard as he could, using every medical trick in the book to fix her, but it amounted to nothing. She died on the operating table, and after he failed to use both defibrillation and CPR on her to bring her back, had to be pulled away of her and restrained. After that night, Moore lost it. He spiraled into depression for a long time, and attempted to commit suicide. Had it not been for his wife, he would be dead. Moore attempted to return to the office, but he just couldn’t do it anymore. He had seen too many innocent men and women die.
What spurred Moore to join the Dreadnaughts was a combination of a documentary on the private security company Blackwater that he saw, a deep-seeded desire to get revenge on the bad people in the world who caused things like that little girl’s death to occur, and his lingering depression and PTSD. Moore saw the Dreadnaughts as a way to keep helping people through medicine while striking a blow for freedom and avenging the injustice in the world. Plus, the isolation of living on Aland Island kept his mind off of home, where children still die of bullet wounds made by bad men.
Dr.Moore’s house is in Fells Point, a neighborhood in Baltimore. He owns a rather large townhouse there, where his wife Kara lives.
TALENTS: Firstly, Moore is trained in emergency medicine. Not to toot my own horn, but not many doctors serve as combat medics, so Moore is probably one of the most-qualified medics in the world, despite his lack of combat experience. Moore’s best skill is probably shooting. While he has never served in combat before, Moore has a hell of a shot from hunting.
Non-combat, Moore is a good baseball player. He played catcher for a few years on a rec team run by the hospital. He collects old guns, and has quite a collection back in Baltimore. Having been an Eagle Scout when he was a kid, Moore is good at camping (like setting up tents, lighting fires, tying knots, making Smores, etc.) He grills a mean rib. Cooking is something that Dr.Moore got from his dad, who was a chef (since you probably didn’t read the backstory).
ROLE: Line medic. Dr.Moore is a combat medic. He goes with the Naughts on large group missions and provides medical care to wounded soldiers on the front lines of battle.
OTHER: Dr.Moore owns a dog back at base, a Chesapeake Bay Retriever by the name of Cal.
I LIKE
I DISLIKE
ATTRIBUTES
You have 19 points to allocate between each stat. Remember, you cannot have zero in a stat. Please don't be the dick that has 1's in 5 of the stats and then has a Strength of 14 or something.
Strength: 3 (Moore can certainly pull his weight, but he’s no superman)
Dexterity: 3 (It requires a fair bit of dexterity to apply bandages and stitch up wounds.
Constitution: 3 (A healthy outdoorsman)
Wisdom: 3 (Moore has a fair bit of experience in his field, but this is his first ever time in active combat, so his wisdom will be a little lower than usual)
Intelligence: 5 (Well you certainly don’t get an MD from University of Maryland by being Titus MacArthur, now do you?)
Charisma: 2 (While Moore’s a kind guy, most people don’t do the whole “brutal honesty” thing, and PTSD isn’t the best talking point)
SKILLS
Remember, you don't fill this part out. Please don't give me suggested values, either. Every time someone gives suggested values, I notice they're suspiciously higher than the ones I would normally give them.
Melee Combat, Finesse: 4. If he was up against a Filipino knife fighter, I wouldn’t bet on him. Sorry.
Melee Combat, Brute: 6. In good shape and reasonably strong. No Bane, but no pushover.
Unarmed Combat, Finesse: 4. Not really much in the way of martial arts, but not incapable of becoming skilled in that field.
Unarmed Combat, Brute: 5. Good physical condition and strong, but better suited to avoiding fights if possible.
Marksmanship: 7. Good shot. Not a sniper or any formal training, but years of hunting.
Explosives: 1. Uh. Stick to medicine? They didn’t cover bomb-building in med school.
Tactics: 6. Being a doctor, he’s smart enough to come up with something, but he’s also not trained in this field.
Operating: 4. Can handle a normal car without issues but not trained to use anything special.
Medicine: 10. Do I have to explain this?
Sneaking: 5. Hunting only goes so far: he can evade deer, but human sentries are slightly harder to dupe.
Mechanics: 5. Country boys generally have a good idea of how to fix things, but he’s not jury rigging Cesnas together or anything.
Camouflage: 6. Some experience with it, but not on par with a trained sniper or spec ops soldier.
Survival: 7. Could possibly find some edible herbs or medicinal plants.
Persuasion: 6. People tend to listen to doctors.
Intimidation : 3. People aren’t usually afraid of people who swore to the Hippocratic Oath.
Regulation: 5. Some bedside manner but he’s no therapist.
Lying: 3. Uh. You’re gonna be just fine?
Leadership: 3. Won’t be replacing Belroth anytime soon.
Willpower
Morale
Stamina
Health
SPECIALIZATION
Support: Emergency Medicine
PERKS
BENCH PRESS
Prerequisites:
Strength: 3
Hey, man, you been working out? Your character's tough. Through a solid workout regimen and great genes, your character's never been mistaken for a featherweight. Owing to your great physique, your character receives a +1 Modifier to any Brute Combat checks-that's Unarmed Combat, Brute, and Melee Combat, Brute. Also, you can crush soda cans against your head like really easily.
PIROUETTE
Prerequisites:
Dexterity: 3
Whether it's on the dance floor or the battlefield, your character's pretty graceful. As a result of their natural quickness and reflexes, your character gains a +1 Modifier to Finesse Combat rolls, owing to how damned hard it is to punch someone that doesn't ever stay still.
CROSS FIT
Prerequisites:
Constitution: 3
In elementary school, you always came in first ahead of the other kids when you ran the mile. In the Dreadnaughts, you still do. Your character's in great shape and always gets the all-clear from the doctor when you go in for your routine checkups. As a result of your body being so healthy, all Medicine rolls applied to you have a Modifier of +1. Your character also resists poisons and toxins more easily: all rolls against toxins and poisons have a +1 Modifier.
ZEN
Prerequisites:
Wisdom: 3
Consider the river. Though it is constantly in flux, it is the same. While you’re at it, consider your character, who just walked across it. Your character’s self-discipline and sense of the grand scheme is a crucial part of their ability to perform in the Dreadnaughts-they’re not rattled by changes in leadership, battlefield catastrophes, or even the fact their legs just got taken off by an IED. Your character’s unshakeable calm gives you a +2 to Regulation rolls.
CHECKMATE
Prerequisites:
Intelligence: 3
Your character’s quite sharp. Not much else to say, ya know? As a result, you receive a +1 to Tactics, Survival, and Medicine rolls. Stay in school, kids.
WE WERE LEFT DARKLING
Prerequisites:
Intelligence: 4
Your character’s mental prowess is truly remarkable. You’ve got a 2400 on your SAT, can solve a Rubik’s cube in under a minute, and you’ve got Stairway to Heaven sorta figured out. But, most importantly, your intellect helps you with a +1 Modifier to Tactics, Operating, and Mechanics rolls.
MARY SUVOROV
Prerequisites:
Intelligence: 5
Your character’s problem solving abilities are paramount, as are their other smart people ability things. Guided by cleverness, excellent perceptive abilities, and a vast reserve of knowledge, your character receives a +1 to Tactics, Medicine, and Persuasion rolls.
THEY CALL ME mESSENGER
Prerequisites:
Character has experience with fighting in arboreal settings, or extensive hunting experience
Character has no other environmental perks
Shh. It’s wabbit season. Your character’s extensive experience tiptoeing over pine straw, crouching for hours in a tree stand, or perhaps even military training in the art of face paint and then crouching for hours somewhere has resulted in their being at ease in the woods. They’ll gain +2 to Survival checks in the woods, as well as +1 to Sneaking checks and Marksmanship checks.
PERSONAL PERK:DOC HOLLIDAY
In one hand, he’s stitching up wounds. In the other, he’s doing his best to give himself job security. Your character is capable of, during times of crisis, a boost to his gunslinging abilities. However, it must be a heat of the moment, knee-jerk reaction. If he has to stop and deliberate about the cost of taking a human life, his psyche will suffer…and his PTSD may intensify.
DOSSIER
NAME: Tamba Shariati
AGE: 23
SEX: Male
NICKNAME: Youngster, The Kid
DESCRIPTION: 5’7”, 140 lbs, Tamba isn’t a very large person. He is very thin, with wiry muscles and a small frame good for agility. His skin is a very dark shade of black. He has long arms and legs, with thin fingers and slightly-clubbed fingernails. There is a scar on his left shoulder and another in his right thigh where a bullet was dug out of him. He has a rather long neck. Tamba always stands in an athletic position, with his legs at shoulder width, ready to spring into action at any moment.
Tamba’s head is rather oblong-shaped, with stubbly hair and high cheekbones. He has no facial hair, and isn’t particularly good at growing it for some reason. With wide eyes and a babyish face, Tamba looks a good bit younger than he is. Tamba’s eyes are hazel-colored and seem to hold a lot of curiosity; he doesn’t look particularly dangerous or evil like your standard mercenary. His right eye is ever-so-slightly smaller than his left, but makes his face look slightly crooked, like you’re leaning to the side and looking at it. He has a wide, flat nose and lips that are usually held in a slim straight line. He has small ears, one of which is pierced. Tamba will occasionally wear a faux diamond stud in this ear. Tamba’s teeth are white, but they are crooked from a lack of dental treatment.
Tamba’s voice is higher than average, making him sound young. He has a thick African accent.
PERSONALITY: Tamba’s no sweetheart. Years of fighting in the jungles of Sudan have taught Tamba the lesson of nature; kill or be killed. He is unafraid to pull the trigger, perhaps a bit too unafraid, and he’s seen some pretty nasty things in his short life. He’s seen many loved ones die at the hands of his enemies, and this has made him cold. Tamba is known to be a very paranoid person; he very rarely relaxes and you never see him drunk or high. He is extremely alert, always ready to move, and he has a keen attention to detail despite his lack of intellect. Tamba hates being made fun of or picked on, especially when it comes to his age. His skin crawls every time he is called “Kid”. Tamba is picked on constantly for his youth and isn’t given as much trust as he thinks he should be given.
ATTIRE Tamba usually keeps it simple, wearing what looks like a set of fatigues, a button-down collared camo shirt and a pair of camo pants. Tamba is a big believer in camouflage and so will often change his camo to match the surroundings of the mission. He wears an ammo belt holding a few magazines and carries his weapons on the belt around his waist. He wears a pair of black combat boots on his feet. There is a knife near the top of the ammo belt, positioned in such a way that Tamba can grab it with ease if he’s in a jam.
WEAPON OF CHOICE:
-Grenades. Being a hit-and-run specialist, Tamba always carries a few grenades on him. His usual load is two frag grenades and two flashbang grenades to help him escape.
-Uzi. Tamba’s main weapon. The Uzi submachine gun military variant is fit to fire .45 ACP rounds at 500 rpms. The gun is fitted with a holographic sight.
-Beretta M9. Tamba’s sidearm. It is nickel-plated and semi-automatic.
-knife. Tamba always carries a combat knife with him, placed on his belt in such a way that he can reach it if he’s in a jam.
-AK-47. Tamba does not own an AK-47, but from his years in the Sudanese military he knows his way around one very well. He can field strip an AK in record time and is fairly accurate with one.
MUGGING: Tamba knees the attacker in the balls and runs down the alley, where he hides in a dumpster and ambushes the mugger for revenge.
BIOGRAPHY: Tamba was born in Kajo Keji, a small down in South Sudan. He had the misfortune of being born during the Sudanese civil war, when South Sudan attempted once again to secede from North Sudan. Tamba’s father fought in the war in the South Sudanese Army, the SPLA, and when Tamba was fourteen he too joined their ranks. He went through very little schooling, though his mother, who was blessed with having been educated at a young age, taught him how to speak, read, and write English. Despite his young age, Tamba very quickly showed himself to be an adept fighter, and participated in many guerilla-type attacks on North Sudanese troop trucks and oil tankers, which were siphoning the oil from South Sudan and taking it north. With the help of US military training, the South began to win the war. Tamba fought in many skirmishes, many taking place in the jungle, where he could use his small size and speed to dart around obstacles and evade enemy attacks. Everything was going great until one battle near the end of the war. Tamba’s regiment was low on supplies, and so a helicopter was being flown in with supplies. South Sudan, however, only had three airstrips at which a helicopter could land, though, so the regiment had to protect it from Northern attack. Apparently someone really pissed off a North Sudanese commander, though, because the Northern army drove two Armored personnel carriers into the battle, running one soldier over, and let loose with about forty soldiers. Outnumbered and outgunned, Tamba took off into the jungle. As he ran, he was shot in the leg, and one of his comrades carried him to safety.
Now I should probably mention now that South Sudanese medicine sucks. Like, you might as well get treated by a doctor in the Civil War. Through some miracle, the bullet passed through clean, and a doctor was able to remove the few remaining fragments. Tamba just narrowly avoided deadly gangrene. The war eventually ended, and Tamba found himself facing a new problem; political corruption and extreme poverty. He spent a year or two with his father trying to make a living by fishing, but it didn’t pay nearly enough. Tamba was in Juba, the largest city in South Sudan, when he heard about the Dreadnaughts. He realized that they paid well enough for him to support his family by fighting for them, and so he managed to scrape together enough money to pay for a flight from Juba’s airport to The Netherlands, where he got a boat to the Faroe Islands (HQ’s still in the islands, right?) and joined the Naughts.
TALENTS: Tamba is a very fast individual (getting shot at generally makes you run faster) and is a good soccer player (he is a striker). He can speak both English and Juba Arabic, though he cannot read Arabic very well.
ROLE: Small arms infantry/guerilla warfare specialist. Tamba is an expert at hit-and-run style warfare due to his experience, small stature, and agility. He works best in forested or jungle environments, but is deployed in general as a footsoldier.
OTHER [hider]
I LIKE
I DISLIKE
ATTRIBUTES
You have 19 points to allocate between each stat. Remember, you cannot have zero in a stat. Please don't be the dick that has 1's in 5 of the stats and then has a Strength of 14 or something.
Strength: 3
Dexterity: 6
Constitution: 5
Wisdom: 2
Intelligence: 1
Charisma: 2
SKILLS
Remember, you don't fill this part out. Please don't give me suggested values, either. Every time someone gives suggested values, I notice they're suspiciously higher than the ones I would normally give them.
Melee Combat, Finesse: 7. Experience with up-close-and-personal-fighting makes Tamba a CQC threat.
Melee Combat, Brute: 5. Tamba’s good, but no physical powerhouse. In a contest of raw strength, he’ll fall short.
Unarmed Combat, Finesse: 8. Wiry. Fast. Skinny guys fight with nothing to lose.
Unarmed Combat, Brute: 4. “Featherweight” is a term Tamba should know and keep in mind.
Marksmanship: 9. He’s a quick little bastard and his reflexes carry over to marksmanship.
Explosives: 6. Some experience with them but nothing resembling expertise.
Tactics: 5. Basic knowledge of tactics but, uh, he’s not really smart enough to throw together anything new.
Operating: 3. You ever seen a South Sudanese road?
Medicine: 2. Beyond applying pressure, Tamba’s kind of at a loss.
Sneaking: 9. Did you guys hear something?
Mechanics: 1. You ever seen the guys in charge of building South Sudanese roads?
Camouflage: 8. Comparable to Peeta in terms of camouflage ability.
Survival: 8. He’s hardy and tough, and while not exceptionally bright, has hands on experience.
Persuasion: 2. He’s not exactly Mark Antony.
Intimidation: 6. Scrawny, but a possible child soldier in the eyes of those who don’t know him.
Regulation: 1. Better suited for causing problems than resolving them.
Lying: 2. I hear Pinocchio needs a stunt double.
Leadership: 1. Under his rule, Dreadnaught team building exercises quickly descended into anarchy.
Willpower
Morale
Stamina
Health
SPECIALIZATION
Armed Combat: Guerilla Warfare
PERKS
BENCH PRESS
Prerequisites:
Strength: 3
Hey, man, you been working out? Your character's tough. Through a solid workout regimen and great genes, your character's never been mistaken for a featherweight. Owing to your great physique, your character receives a +1 Modifier to any Brute Combat checks-that's Unarmed Combat, Brute, and Melee Combat, Brute. Also, you can crush soda cans against your head like really easily.
PIROUETTE
Prerequisites:
Dexterity: 3
Whether it's on the dance floor or the battlefield, your character's pretty graceful. As a result of their natural quickness and reflexes, your character gains a +1 Modifier to Finesse Combat rolls, owing to how damned hard it is to punch someone that doesn't ever stay still.
FLOAT LIKE A BUTTERFLY...
Prerequisites:
Dexterity: 4
Light on your feet is one apt way of describing you. Another apt way of describing you is "a mothafuckin' ninja". Your character's keen eyes and precise fingers translates into a +1 Marksmanship Modifier along with a +1 Modifier to any Reflex-based situation, like reacting after being ambushed or something.
....STING LIKE A BEE
Prerequisites:
Dexterity: 5
What use is having a weapon if you can't hit what you're aiming at? And beyond that, what use is being a weapon if you can't hit what you're aiming for? Your character's accuracy and grace is a sight to behold: take another +1 Modifier to Marksmanship and Finesse Combat.
THE MONGOOSE
Prerequisites:
Dexterity: 6
There's one animal sharp enough and fast enough to wrestle with cobras and come out on top: the mongoose. Lightning fast and razor sharp, the mongoose can weave in and out of those venom-tipped fangs and claw a cobra's eyes out without getting so much as a scratch. You're the Mongoose-whether you're dodging punches or bullets, your character is seemingly unfazable, moving too quick to be matched by any others. You receive a +1 Modifier to any roll where Dexterity is the attribute being used to determine the end result. Additionally, your character has Supreme Reflexes, allowing you to react far more quickly than others in knee-jerk situations.
CROSS FIT
Prerequisites:
Constitution: 3
In elementary school, you always came in first ahead of the other kids when you ran the mile. In the Dreadnaughts, you still do. Your character's in great shape and always gets the all-clear from the doctor when you go in for your routine checkups. As a result of your body being so healthy, all Medicine rolls applied to you have a Modifier of +1. Your character also resists poisons and toxins more easily: all rolls against toxins and poisons have a +1 Modifier.
TWENTY SIX POINT TWO
Prerequisites:
Constitution: 4
Your body’s in tip-top shape. Your focus on cardio grants you a +1 Modifier to any Unarmed and Melee Combat rolls, as you’re able to throw more punches without tiring yourself out. Additionally, you’ll start missions with a Health and Stamina of 8 as opposed to 7.
OLYMPIC
Prerequisites:
Constitution: 5
Other people’s bodies are like diesel engines-yours is more comparable to a nuclear reactor. As a result of intense exercise and paying the utmost attention to your physical well-being, you’ll begin missions with a Health and Stamina of 9-additionally, they’ll decrease more slowly
TIPTOE
Prerequisites:
Constitution: 3
Dexterity: 3
Strength must be equal to or lower than 3.
Character must not be hulking in size. Under six feet and under 180 pounds.
Huh? What was that? Your character’s light step and keen reflexes are quite useful when it comes to covert operations. You move around quietly, easily going about unnoticed-even when professionals are on sentry duty. As such, you gain a +2 Modifier to Sneaking rolls. You’ll also gain a +1 Modifier to any Melee/Unarmed Sneak Attacks-striking an opponent who is unaware of your presence. The downside is that your brand of stealth is not as well-suited to all out brawls-you suffer from a -1 Modifier to any Brute Combat rolls.
BATTLE SCARRED, I
Prerequisites:
Has a disfiguring scar on their body as a result of combat.
Your character’s been around the block before. Whether it was a bullet, a bomb, or a bayonet, you’ve got some scars and stories to share when the Dreadnaughts go drinking after a mission. As a result, your experience lends itself to a slower degradation of Morale. Unfortunately, you’re not able to qualify for the LAMB GONE ASTRAY perk, and your scars can be used to identify you if you attempt to disguise yourself.
TARZAN
Prerequisites:
Character has experience fighting in jungle settings
Character has no other environmental perks
There’s the hum of some deadly insect. Beside you, the leaf of a deadly plant quivers. And over your right foot slithers a surprisingly non-deadly snake. This is the jungle. Or is it home? You get the two mixed up at this point. Whether it’s swinging on vines, skinny dipping in piranha-infested waters, or befriending tribes that you just stumbled across on a walk through the wilderness one day, your character’s excellent at surviving in the jungle. Enjoy a +1 to Morale and +1 to Survival checks while in the jungle.
PERSONAL PERK: TINY, BUT FIERCE
Tamba’s small size and guerilla experience make him an ideal candidate for both sneak attacks and hit-and-runs. He excels in these regards, but may find that prolonged, intense activity taxes him a little more heavily than his bulkier, more endurance-laced comrades. Despite a superior Constitution, Tamba’s frame means that heavy gear will wear him out a little more quickly. However, ambushes and guerilla strikes will go more favorably for him.
Because the stupid website has a stupid character limit the list will be continued in another post further down the thread.
DOSSIER
NAME: Loviisa Reponen
AGE: 29
SEX: Female
NICKNAME: Fox or Lovely.
DESCRIPTION: 1 meter, 75 centimeters long woman at 73 kilograms (or 5 foot 9 inches and 180 pounds to the uncivilized) with blonde hair at medium length. Eyes are green, face is one of a farm girl with round cheeks, short face with pointy nose and small mouth. Her body shows some thickness, though it's known there's more muscle under her skin than fat. She walks confidently around and talks in tone that is straight with a hint of cheer when off duty. When she smiles, one can see two teeth lost from the lower jaw. Most importantly, she has B-cups.
PERSONALITY Laid back woman with patience to a fine degree, but be damned if you cross it. Prefers long walks with or without company and some good books or magazines to read, one couldn't say she's mere farm girl. Feminist to a degree and wanting to show that women can be successful in military, it's easy to get her to do something by saying something about men can do it and women can't. Does enjoy good beer and brandy every now and then. And sauna. And swimming. And wilderness.
She hopes to do missions with few casualty- no civilians hopefully. One must shoot to kill enemies but if it isn't stated in missions, as little contact with them poor bastards as possible.
She has a bad habit to focus intensively to some stuff, be it mission or thought from past or some other stuff. Takes a yell or tap on shoulder to bring her back.
ATTIRE She prefers clothing with pixel pattern, with percentages of pixels being colored by average colors from mission zone. Tactical vest has three small pouches on the left side filled with clips, right side has one bigger satchel for equipment. Holster for pistol is on right side, and on left there is another satchel for clips. She prefers backpack, either a big one for longer marches or small one for simple missions, containing equipment for missions.
Outside missions she wears typical Finnish army attire with the insignia on her right arm, and the brown barrette with golden bear on it. Very important to Loviisa.
WEAPON OF CHOICE Her preferred weapon is RK 95 Assault Rifle with ACOG or Night Vision. On holster there's Glock. Usually she carries two to four grenades or pipe-bombs or mines with her. And of course a Mora-knife on her belt.
MUGGING "What are you, nuts?" before either A) Shoot, B) Grab something for weapon and fight (aim at knife arm, face and knees).
BIOGRAPHY From lovely countrysides in eastern Finland, Loviisa was born after her two brothers. Childhood happened to be rough as living with two brothers could end up be, but it grew her up bit tougher. She worked her share on farms and did well enough on school, having friends playing tag and baseball and wandering in forests. At teenage years she was with a boy for three years, getting interested in philosophy, history and culture. Always defending feminism, she long decided to go to military and for that she did train by longer marches, skiing and going for camp with her boyfriend. She applied and was sent into Special Border Guard forces at 20 years of age and was taught there the recon operative ways.
After military, she broke up with his boyfriend and continued military career. She did this for four years, before heard about Dreadnaughts. She trained hard and worked hard with Special Border Guard Forces until she finally earned the full-golden insignia on her chest. Year from that, she applied to the Dreadnaughts.
And there we are.
TALENTS Saying poetry in some damn impressive voice. And she does know how to dance.
ROLE: Scouting, infiltration, basic infantry. Loviisa knows how to march and stay in the wilderness, and do some reckon operations. She can create hideouts and scouting camps. Scouting also taught her basics of how to explode things.
OTHER She dreams of being in talent show every now and then.
I LIKE (Once a couple sheets are in, post what characters your character likes. If you want, you can expound upon this. Ex. "I think Chad's cute")
I DISLIKE (Once a couple sheets are in, post what characters your character dislikes. If you want, you can expound upon this. Ex. "Fuck you, Chad.")
ATTRIBUTES
You have 19 points to allocate between each stat. Remember, you cannot have zero in a stat. Please don't be the dick that has 1's in 5 of the stats and then has a Strength of 14 or something. Remember your character should be able to make into the Dreadnaughts, an elite group. If you’re an infantryman with a Strength of 1, I’m going to question how you made it through the entry exams. One last time: it’s okay to suck at things. I’m sure it won’t come back to bite you or anything.
Strength 2
Dexterity 4
Constitution 5
Wisdom 3
Intelligence 3
Charisma 2
SPECIALIZATION: Survival: Orientation. Art of Not Getting Lost.
Melee Combat, Finesse (Dex+Str): 7. Loviisa’s quickness and training allow her to strike quickly and effectively. Most importantly, they let her fight dirty. Go for the kidney shot.
Melee Combat, Brute (Str+Con): 5. Loviisa’s not enough of a physical juggernaut to pull off any Bane-level haymakers, but her excellent physique and training help mitigate this.
Unarmed Combat, Finesse (Dex+Str): 7. Fast and clever. Just like her nickname.
Unarmed Combat, Brute (Str+Con): 5. Same as above.
Marksmanship (Dex+Wis): 8. An excellent shot. Farm girl with military training? Run for the hills, boys.
Explosives (Int+Dex): 5. Some basic understanding of explosives from training, but she wasn’t geared specifically toward EOD or anything.
Tactics (Wis+Int): 5. Again, she’s got a good grasp of basic unit dynamics and such from training, but probably shouldn’t be in charge of the entire company.
Operating (Dex+Int): 6. That sound you just heard is Loviisa breaking stereotypes.
Medicine (Int+Wis): 4. Err. Basic first aid’s really about it.
Sneaking (Dex+Con): 9. If she tiptoes, she might as well be invisible.
Mechanics (Int+Dex): 4. Being a farm girl, she has experience with broken machinery, but not comparable to an Army engineer or anything.
Camouflage (Wis+Int): 8. An essential part of reconnaissance training and hunting.
Survival (Int+Con): 8. Again, stellar. Years of hunting coupled with military experience have made her an apt survivalist.
Persuasion (Int+Cha): 5. Eh. Outside of womanly charms, she’s not going to be doing a ton of persuading.
Intimidation (Str+Con): 4. Military or no, she, doesn’t immediately strike you as the dangerous type (which, normally, is an indicator of who the dangerous ones are)
Regulation (Wis+Cha): 4. Can keep her cool but isn’t going to be moving on to psychotherapy after her tenure with the Dreadnaughts is over.
Lying (Int+Cha) : 4: Kinda hit or miss.
Leadership (Wis+Cha): 3. Not the greatest leader.
Willpower (Wis): 7
Morale (Wis): 7
Stamina (Con): 9
Health (Con): 9
PERKS
PIROUETTE
Prerequisites:
Dexterity: 3
Whether it's on the dance floor or the battlefield, your character's pretty graceful. As a result of their natural quickness and reflexes, your character gains a +1 Modifier to Finesse Combat rolls, owing to how damned hard it is to punch someone that doesn't ever stay still.
FLOAT LIKE A BUTTERFLY...
Prerequisites:
Dexterity: 4
Light on your feet is one apt way of describing you. Another apt way of describing you is "a mothafuckin' ninja". Your character's keen eyes and precise fingers translates into a +1 Marksmanship Modifier along with a +1 Modifier to any Reflex-based situation, like reacting after being ambushed or something.
CROSS FIT
Prerequisites:
Constitution: 3
In elementary school, you always came in first ahead of the other kids when you ran the mile. In the Dreadnaughts, you still do. Your character's in great shape and always gets the all-clear from the doctor when you go in for your routine checkups. As a result of your body being so healthy, all Medicine rolls applied to you have a Modifier of +1. Your character also resists poisons and toxins more easily: all rolls against toxins and poisons have a +1 Modifier.
TWENTY SIX POINT TWO
Prerequisites:
Constitution: 4
Your body’s in tip-top shape. Your focus on cardio grants you a +1 Modifier to any Unarmed and Melee Combat rolls, as you’re able to throw more punches without tiring yourself out. Additionally, you’ll start missions with a Health and Stamina of 8 as opposed to 7.
OLYMPIC
Prerequisites:
Constitution: 5
Other people’s bodies are like diesel engines-yours is more comparable to a nuclear reactor. As a result of intense exercise and paying the utmost attention to your physical well-being, you’ll begin missions with a Health and Stamina of 9-additionally, they’ll decrease more slowly.
ZEN
Prerequisites:
Wisdom: 3
Consider the river. Though it is constantly in flux, it is the same. While you’re at it, consider your character, who just walked across it. Your character’s self-discipline and sense of the grand scheme is a crucial part of their ability to perform in the Dreadnaughts-they’re not rattled by changes in leadership, battlefield catastrophes, or even the fact their legs just got taken off by an IED. Your character’s unshakeable calm gives you a +2 to Regulation rolls.
CHECKMATE
Prerequisites:
Intelligence: 3
Your character’s quite sharp. Not much else to say, ya know? As a result, you receive a +1 to Tactics, Survival, and Medicine rolls. Stay in school, kids.
TIPTOE
Prerequisites:
Constitution: 3
Dexterity: 3
Strength must be equal to or lower than 3.
Character must not be hulking in size. Under six feet and under 180 pounds.
Huh? What was that? Your character’s light step and keen reflexes are quite useful when it comes to covert operations. You move around quietly, easily going about unnoticed-even when professionals are on sentry duty. As such, you gain a +2 Modifier to Sneaking rolls. You’ll also gain a +1 Modifier to any Melee/Unarmed Sneak Attacks-striking an opponent who is unaware of your presence. The downside is that your brand of stealth is not as well-suited to all out brawls-you suffer from a -1 Modifier to any Brute Combat rolls.
DO YOU WANNA BUILD A FUCKIN’ SNOWMAN
Prerequisites:
Character has experience with arctic fighting or in cold environments
Character has no other environmental perks
You piss liquid nitrogen. You, for a while, actually dated a girl named Elsa. She was Scandinavian. And it took you six months to realize she wasn’t pretty at all because it’s dark for like 13 months out of the year up there. Regardless, you’re essentially a human polar bear. While others will be snapping off their appendages like graham crackers, you’ll treat the frostbite like it’s a brisk wind, the hypothermia like a mere passing shiver. Fighting in cold climates will grant you a +1 boost to Morale and +1 boost to Willpower.
PERSONAL PERK: TEACHER’S PET
Hailing from the same land as Belroth-and being the only Finn (thus far, if some other Finnish character shows up I’m going to have this and I’ll be all annoyed) in the Dreadnaughts’ ranks, you have a unique connection with Belroth. While nothing major, he’s a bit more apt to open to you-particularly in your native tongue. You could perhaps use this, with some careful subtlety and planning, to get a bit more information than the old man would normally let on.
DOSSIER
NAME: Dr.Isaac Cromwell
AGE: 55
SEX: Male
NICKNAME: Doc
DESCRIPTION: Doctor Cromwell is a thin man of average height, about 5’11” and 155 lbs. He is a very gangly man, with long skinny arms and legs. He has good posture, always staying perfectly upright like he’s standing at attention or something of the sort. His fingers, being long and slender, give him an almost spider-like quality. While he’s certainly not in fighting shape, Doc is still in relatively good shape, with a flat stomach and such. He’s an Italian man, with dark skin and black hair that is now more grey than black. He’s a fairly attractive man, with a square head, a cleft chin, and short wrinkles beginning to form by his eyes. His eyes are almond-shaped and are brown in color. His hair is cut close to his head and is tussled at the top with hair gel. Doc has small ears that lay flat to his head and an average-sized narrow nose. Cromwell has excellent hygiene, with straight pearly white teeth like planks in a picket fence, groomed nails, and a well-groomed body. He has a small white scar on his left shoulder from a car accident. He wears a pair of rectangular-framed glasses. He speaks with an alto voice, a little deep but authoritative and firm-sounding.
PERSONALITY: Dr.Cromwell is known to be an ambitious man, a maverick of sorts. He is a devoted workaholic, constantly pacing the halls of the hospital and checking in on patients. He’s classified by many as a busybody, sticking his nose in people’s business. He’s an extroverted and very down to Earth man, preferring to work in groups or chat over coffee rather than tackle books alone or email a partner. He’s got a certain flirtatious air to him and is famous for playfully flirting with some of his female staff. Some call him sexist for it. He calls it having fun. He has a good sense of humor and is very sarcastic. Despite his rather down-to-earth nature, some lower-ranking people find that he often almost subconsciously talks in a patronizing way. Doc Cromwell sees himself as a sophisticated gentleman, listening to classical music over rock and wine instead of a beer. He occasionally hosts cocktail parties at HQ.
ATTIRE: This depends on what he’s doing. When doing paperwork or simply patrolling the hospital floors, Dr.Cromwell wears a pair of dress slacks, a white Oxford shirt, a tie of some sort, and a labcoat. He carries a stethoscope around his neck and wears a pair of black loafers on his feet. He always carries a pair of blue nitrile gloves in a pocket of his coat. When performing a surgery, Dr.Cromwell dresses in blue scrubs and a face mask.
WEAPON OF CHOICE Being a rather high-ranking member of the Dreadnaughts staff, Cromwell carries a Taurus Model 22 pocket pistol with a rosewood grip with him at all times. It is a small pistol but is easy to conceal, meaning that enemies don’t see it coming when he pulls it out and shoots them dead. He has a Smith & Wesson .44 magnum revolver in the top drawer of his nightstand, within arms reach of him when he’s asleep. The blowback would probably send him sprawling, but few people will stare down the barrel of a .44 and not get at least a little antsy.
MUGGING: He’d hand the mugger a fifty and tell him to get lost. When he goes to run away, Cromwell would shout “hey! My money!” and then shoot him.
BIOGRAPHY: Doc Cromwell was born in upstate New York, near Buffalo. He grew up the third of four children of a nurse and a lawyer. He wasn’t particularly talented in school until freshman year in high school, when he took biology. He developed a love for biology and found mathematics rather easy. He graduated with a 3.9 GPA (this is before honors and AP classes) and attended the U.S. Naval Academy. He worked as a doctor in the Navy, getting his medical degree from Emory University while off-duty. He worked as a doctor on the USS Enterprise (the aircraft carrier, not the spaceship) for about ten years, and then moved to the Navy Medical Center in Norfolk, Virginia, where he worked as a surgeon for another twelve years. By the time he left at age 47, he was the head of the hospital’s surgical department. He received many accolades for his service to the country and became renowned for his surgical techniques. He was one of the first surgeons to ever use advanced skin grafts to repair burns on wounded soldiers. He got married at age 28 and had his first kid at age 31, then another at age 34.
Had Doc Cromwell stayed at the Naval hospital, he probably would have kept ascending the ranks. Many people thought he’d make a good Surgeon General, but then, when he was 47, Cromwell and his wife got in a terrible car accident while driving home from vacation in the Outer Banks. Cromwell escaped the accident with nothing to show for it but a small, hardly-noticeable scar on his left shoulder, but his wife wasn’t so lucky. She received severe head trauma from the accident and fell into a coma. She died a few weeks later. Doc Cromwell grieved for a long time, but with the help of his family was back on his feet in under a year. About a year after this, Cromwell met Belroth Daemon, who offered him a job as the chief of medical staff at the Dreadnaughts HQ. Desiring a change in scenery, Doc Cromwell decided to retire from the military (he had a pension at this point anyways) and began working at the Dreadnaughts HQ as their chief of healthcare.
TALENTS: I don’t think I need to mention that Doc Cromwell is a kickass surgeon, but he is. At some point in his industrious career, Doc decided to pick up the art of sleight-of-hand magic. He is good with card tricks as well as party tricks. He is very well-read. His favorite book is The Hunt for Red October by Tom Clancy. Cromwell is a gifted writer and is currently working on a memoir from his time on the USS Enterprise, as well as a novel based on the Dreadnaughts. He is still throwing around titles, but Belroth suggested “The Reckoning of Lesser Men” for it.
ROLE: Chief of Medical Operations at HQ. Basically, Doc Cromwell is the head doctor. He runs the hospital and makes sure that all of the other employees are doing their jobs. In addition to this, because he gets bored just sitting at a desk all day, Doc Cromwell works as a doctor in the hospital, often performing difficult surgeries and checking in on ICU patients.
OTHER
I LIKE
I DISLIKE
ATTRIBUTES
You have 19 points to allocate between each stat. Remember, you cannot have zero in a stat. Please don't be the dick that has 1's in 5 of the stats and then has a Strength of 14 or something.
Strength: 1 (Cromwell’s aging decently, but he still doesn’t lift much, and so he’s not particularly strong)
Dexterity: 3 (Cromwell has steady hands for medicine, but he hasn’t fired a gun in quite a long time. Don’t expect him to turn sniper [until I use my fate point])
Constitution: 3 (Despite his aging, Cromwell’s excellent diet and great hygiene have kept him quite healthy)
Wisdom: 4 (Years of experience have given Cromwell the wisdom to stay resolute in the middle of a difficult surgery or a tense situation)
Intelligence: 6 (With years of experience, a love of reading, and a medical degree, Doctor Cromwell is quite possibly one of the smartest men on base)
Charisma: 3 (While Surgeons aren’t particularly well-known for their social skills, Dr.Cromwell is a fairly fond person to be around and is fairly persuasive.)
SPECIALIZATION: Medicine: Emergency Surgery.
MELEE SKILLS
Melee Combat, Finesse: 4. Doc’s not exactly Mr. Miyagi.
Melee Combat, Brute (Con+Str): 2. Doc’s not exactly Mike Tyson.
Unarmed Combat, Finesse (Dex+Con): 5. I’ll give you 5 given that he could pinpoint just where to slice somebody open, but I’d avoid close quarter brawls with Cromwell regardless.
Unarmed Combat, Brute (Str+Con): 2. Just run.
WARFIGHTER SKILLS
Marksmanship (Dex+Wis): 5. Not much in the way of training for marksmanship-he’s also relying mostly on surprise with the .22, so up-close-and-personal he should do.
Explosives (Dex+Int) : 4. While no formal training, I’d imagine with his intellect and presumable knowledge of chemistry he could make a bomb if necessary, but it wouldn’t be the best.
Tactics (Int+Wis): 5. Smart and wise, Cromwell has the potential to be a decent tactician, but not much in the way of field training.
Operating (Dex+int): 4. No real experience handling military vehicles, but hey, most old people are way worse at driving than this.
NON-COMBAT SKILLS
Medicine: (Int+Wis): 10. Cromwell’s experienced, smart, and an all-around superb physician.
Sneaking (Dex+Con): 6. Given that he’s actually not too far from being a ghost…
Mechanics (Int+Dex): 5. Eh. Surgeons. Car body repair. There’s a correlation there somewhere.
Camouflage (Con+Int) : 2. I’m pretty sure they only cover camouflage for internal medicine residents.
Survival (Int+Wis): 3. He’s better at restarting hearts than he is at starting fires.
INTERPERSONAL SKILLS
Persuasion: (Cha+Int): 7. Whether it’s the smartness or the fact he’s the only surgeon alive who’s not totally full of himself, Cromwell’s surprisingly persuasive.
Intimidation (Str+Con): 5. I’m torn here. He seems smart enough to come up with something reasonably intimidating. But old people, aside from Gran Torino Clint Eastwood, are generally not that scary. So I’m going to put it at 5 and let you roll with Intelligence in place of Strenght, provided his threats are based off brainiac stuff rather than “HULK SMASH”
Lying (Cha+Int): 8. Bill Murray levels of poker face here.
Regulation (Cha+Wis): 7. Years of working with hysterical patients have helped him learn how to soothe terrified patients.
Leadership (Cha+Wis): 6. He’s not the guy everyone goes to when shit hits the fan, but he’s got experience and is rather disciplined.
FLUID SKILLS
Willpower (Wis): 9
Morale (Wis): 8
Stamina (Con): 6
Health (Con): 7
PERKS
PIROUETTE
Prerequisites:
Dexterity: 3
Whether it's on the dance floor or the battlefield, your character's pretty graceful. As a result of their natural quickness and reflexes, your character gains a +1 Modifier to Finesse Combat rolls, owing to how damned hard it is to punch someone that doesn't ever stay still.
CROSS FIT
Prerequisites:
Constitution: 3
In elementary school, you always came in first ahead of the other kids when you ran the mile. In the Dreadnaughts, you still do. Your character's in great shape and always gets the all-clear from the doctor when you go in for your routine checkups. As a result of your body being so healthy, all Medicine rolls applied to you have a Modifier of +1. Your character also resists poisons and toxins more easily: all rolls against toxins and poisons have a +1 Modifier.
SILVER TONGUE
Prerequisites:
Charisma: 3
Are you familiar with the D.E.N.N.I.S. system? You should be, because you embody it. Your character’s mastery of psychological trickery and general suaveness gives them a +1 to Persuasion and Lying rolls. If your character is under 17, you’re also able to talk your way into rated R movies. Don’t abuse this privilege.
ZEN
Prerequisites:
Wisdom: 3
Consider the river. Though it is constantly in flux, it is the same. While you’re at it, consider your character, who just walked across it. Your character’s self-discipline and sense of the grand scheme is a crucial part of their ability to perform in the Dreadnaughts-they’re not rattled by changes in leadership, battlefield catastrophes, or even the fact their legs just got taken off by an IED. Your character’s unshakeable calm gives you a +2 to Regulation rolls.
WAX ON
Prerequisites:
Wisdom: 4
Your character’s focus and discipline are excellent. You’re not distracted easily, to say the least. While you can have a good time, you can wholly apply yourself when the time is necessary. Your character’s ability to keep their cool gives you a +1 to Finesse Combat rolls and Marksmanship Rolls, as you can maintain solid form under pressure. Furthermore, you’ll start missions with an 8 in Morale and Willpower.
CHECKMATE
Prerequisites:
Intelligence: 3
Your character’s quite sharp. Not much else to say, ya know? As a result, you receive a +1 to Tactics, Survival, and Medicine rolls. Stay in school, kids.
WE WERE LEFT DARKLING
Prerequisites:
Intelligence: 4
Your character’s mental prowess is truly remarkable. You’ve got a 2400 on your SAT, can solve a Rubik’s cube in under a minute, and you’ve got Stairway to Heaven sorta figured out. But, most importantly, your intellect helps you with a +1 Modifier to Tactics, Operating, and Mechanics rolls.
MARY SUVOROV
Prerequisites:
Intelligence: 5
Your character’s problem solving abilities are paramount, as are their other smart people ability things. Guided by cleverness, excellent perceptive abilities, and a vast reserve of knowledge, your character receives a +1 to Tactics, Medicine, and Persuasion rolls.
THE RAVEN
Prerequisites:
Intelligence: 6
Across numerous mythologies, the raven is hailed as a trickster, a con artist, a wunderkind. Sharper than his fellow avian brothers, the raven’s intelligence is near-unrivalled in the animal kingdom. Similarly, you find few in this world capable of truly stimulating your intellect. Your mind simply operates on a level most can’t reach-you’ve studied many disciplines and retained them all. As such, you receive a +1 Modifier to any roll where Intelligence is the determining Attribute. Your Intelligence is also well-known enough that it can be deployed to your advantage: for instance, you can use your outstanding rhetoric and masterful vocabulary to baffle those you’re lying to, or more readily persuade people who have no idea what the hell you just said.
TIPTOE
Prerequisites:
Constitution: 3
Dexterity: 3
Strength must be equal to or lower than 3.
Character must not be hulking in size. Under six feet and under 180 pounds.
Huh? What was that? Your character’s light step and keen reflexes are quite useful when it comes to covert operations. You move around quietly, easily going about unnoticed-even when professionals are on sentry duty. As such, you gain a +2 Modifier to Sneaking rolls. You’ll also gain a +1 Modifier to any Melee/Unarmed Sneak Attacks-striking an opponent who is unaware of your presence. The downside is that your brand of stealth is not as well-suited to all out brawls-you suffer from a -1 Modifier to any Brute Combat rolls.
You know what, fuck it. You mentioned his flirtatious nature. So I’m giving this one to you.
SEX APPEAL SILVER FOX
Prerequisites:
Does not have BATTLE SCARRED, I or BATTLE SCARRED, II
Does not have LAMB GONE ASTRAY
Constitution: 3
Charisma: 3
Your character’s turnin’ heads as they walk down the street. Mmm. Damn, girl, do you shit with that ass? Your character’s rocking it. All day, erryday. Show it off a little. Guys, wear some deep V’s, maybe some muscle shirts. Ladies, let’s see some pencil skirts. Lord knows they need something to brighten up the mood in the Dreadnaughts offices. Regardless, you have +2 to Persuasion rolls against members of the opposite sex (or those attracted to you). Unfortunately, well, not everybody’s so fond of how pretty you are. Persuasion checks against members of the same sex (or those not attracted to you) will suffer a -1 Modifier. They hate the playa, not the game.
PART TIME CULT LEADER
Prerequisites:
Charisma: 4
Wisdom: 3
OR
Charisma: 3
Wisdom: 4
Your character’s like a more family-friendly version of Charles Manson. Pun intended. In all seriousness, your character’s leadership skills are remarkable. You could get the NAACP and the Klan to work together on something. If you’re not in the HR Department, your talents are probably being wasted. But, hey, +1 Leadership rolls for you.
BELIEVABLE BULLSHIT
Prerequisites:
Intelligence: 3
Charisma: 3
Your character is able to convincingly come up with elaborate lies on the spot. Congratulations! You’re an ass! Or have the capability to be one, at any rate. But hey, I’m not about to judge you for whatever you use your destructive abilities for. +1 to Lying rolls, friend.
AGE BEFORE BEAUTY
Prerequisites:
Character must be older than 45
Need me to help you across the battlefield, gramps? Your character was probably quite the soldier back in their heyday, but, well. Every dog has to shit in the woods, as the saying goes. Your character’s experience amounts to a +1 Willpower boost. The downside is that no number of pushups is going to get you back into your prime, and you suffer a -1 to Stamina.
PERSONAL PERK: ONE LAST FIGHT LEFT IN ME
Cromwell’s a seasoned doctor, a relatively mild-mannered man, and self-labelled gentleman. And yet beneath all that, under all those coping mechanisms, lies a man who’s had to watch dozens of people die over the years. Maybe a few at his own hands. What if he was too slow? Could he have saved them? And his wife…oh his wife. Well, Cromwell’s not neurotic or anything. But maybe there’ll come a time when he does lose it, and he drops that little .22 of his for the .44 he keeps in his nighstand. When that happens, Cromwell’s pulling himself back to the other side of the hill and laying down some 8-years-of-school-plus-residency-qualified ass kicking.
DOSSIER
NAME: Dr.Johnathan Moore
AGE: 33
SEX: M
NICKNAME: Doc, KINGFISHER, Johnny, John
DESCRIPTION: Dr.Moore is a tall, big-framed gentleman, standing at 6’2” and weighing somewhere around 220 lbs. He is a big fellow with long legs and a broad chest. He stands with his shoulders back and his head pointed slightly high in a haughty way. He has large hands like baseball mitts. His skin is tanned from a lifetime love of nature. Moore is a fairly attractive man, reminiscent of a good-natured lumberjack (one of his nicknames at the hospital used to be Daniel Boone). He has a round head with a very thick light brown full beard. The hair on his head is cut short, and he has large ears that stick out slightly. Moore’s eyes are blue and calm looking; he always looks somewhat friendly. Moore is known for his good hygiene. He takes good care of his body, and as such has healthy skin and good teeth. He has a small crescent-shaped scar on his right kneecap from a surgery on a torn ligament in his knee when he was in high school.
PERSONALITY Dr.Moore is a brilliant, but troubled, man. He is a pessimistic man, a demeanor that he received from years of being an ER doc. He tries to be positive, but like a clinically-depressed clown, usually fails. He has a bad habit of being brutally honest with people and is generally desensitized to death. If you’re bleeding, he’s going to shoot straight with you on the damage, and more than once he’s told someone that they’re basically going to die. He is an incredibly-determined man, willing to do whatever it is to get the job done. He is on the verge of being a tryhard, and is one of those people who will never stop fighting to keep someone alive. He’s not going to take you off of life support unless forced to. This is because, like many ER docs, Moore has PTSD. He’s watched countless people die on the operating table, and it haunts him. He has a ton of trouble sleeping and gets flashbacks when he doesn’t take medication. To this day, he still has nightmares about the operating room. In addition to this, Dr.Moore has grown a dislike for shooting. While he doesn’t have a problem wielding a gun and laying down cover fire/killing from a distance, if faced with a situation where he has to shoot someone point blank, he’s going to have a problem (I was thinking this could be a +1 modifier to unarmed combat or something, but don’t make it his special perk because that’s lame).
Away from his job, Moore isn’t a bad guy. Moore loves the outdoors and is rather redneck-esque when it comes to guns. Back in the USA he used to hunt and fish a lot; these are his two favorite activities next to hiking. Moore very rarely drinks much and hates cigarettes with a passion. He’s a well-read individual with a fairly-extensive library at home. He’s an Orioles and Cowboys fan (because he grew up without a football team and the Cowboys were really good when he was a kid). He likes sports a lot, especially baseball. His favorite food is barbecue ribs. Moore seems like a person who can be found often at a cookout or barbecue. He’s fairly sociable, though usually skirts around questions about his old job like “how many people did you watch die?” (you’d be surprised how many people would ask that).
ATTIRE: Nothing fancy, just typical army gear. Moore wears a camouflage fatigue when in combat, protected by a plate-carrier tactical rail. He has black combat boots and thick gloves that he takes off when he needs to do something doctor-y in a very dramatic way. He usually wears a pair of black Oakley sunglasses and a camo Orioles hat, as well as an earpiece which he uses to communicate with other members of the task force. On his back, Dr.Moore wears a kevlar backpack which contains his medical supplies. When Dr.Moore is at HQ, he generally dresses in a blue polo and khakis or something of the sorts, usually with a white labcoat on when working.
WEAPON OF CHOICE
-Sig Sauer P226. While Dr.Moore doesn’t know his way around a battlefield as well as your typical ‘Naught, he’s been shooting guns since he was eight years old. Of all the pistols he’s fired, the Sig is his favorite.
-M4 Carbine. The standard issue rifle of the US Marines, this lightweight carbine serves as Dr.Moore’s primary weapon. He has an under-barrel grenade launcher on the gun as well as a red dot sight.
-Medical equipment. Not weaponry, but the opposite. This is what Doctor Moore carries in his backpack.
-AED defibrillator.
-Alcohol swabs
-Assorted catheters.
- intraosseous infusion kit, used to administer fluids to a patient with severe blood loss/burns.
-IV fluid and IV catheters.
-Chest seal, a device used to seal up lung wounds in order to allow the patient to breathe.
-Wound-packing foam. A new innovation from Hopkins, this sprayable foam can be used to plug up bullet wounds and prevent excess bleeding until the patient can be taken to a surgical staff. it works as an excellent hemostatic agent.
- A Surgical Cricothyrotomy kit, used to restore breathing to patients.
- Morphine
-Narcan, an antidepressant to counter Morphine’s less-desirable effects
-Phenergan, an anti-nausea medication that strengthens Morphine.
-Ibuprofen
-Antibiotics
-epinephrine shot (Epi-pen)
-Gauze.
-tourniquets
-Splints
-Safety pins
-Assorted hypodermic needles/syringes
-Nitrile gloves
-tape
- burn dressing (a gel bandage)
-Trauma shears
Yeah, he has to carry a whole lot of shit. So next time Moore pokes you and you complain about him being a crappy doc, just remember that he hauls that sack of shit around to keep you from getting your head blown off your shoulders by an angry terrorist.
MUGGING: Dr.Moore would attempt to negotiate with the mugger, and when negotiations failed would probably use his keen medical knowledge of pressure points to twist said mugger into a pretzel.
BIOGRAPHY: I’ll make this brief. John Moore was born in Baltimore City. His mother was a paramedic at Hopkins and his father was the head chef of a popular Baltimore seafood restaurant, so he was fairly well-off. From a young age, John knew that he wanted to be a doctor. He loved hearing about his mom’s days at work and quickly grew a keen love for biology. He was a very intelligent boy, and rose to the top of his class at Western Tech with ease (though he was not first in the class; this still bugs him a little because the Valedictorian cheated off of him on a calculus test). John attended Johns Hopkins University for no charge since his mother worked at the hospital. He used an accelerated MD program to get his degree by age 25, and decided to do his residency at the University of Maryland Shock/Trauma Center, voted the best trauma center in the world (it’s hardcore. Like, MASH units get trained there). Through years of watching the hit drama show ER, Moore began to fancy the idea of being an emergency physician (ER doc). After finishing his residency, Dr.Moore got a job at the Trauma center.
When Dr.Moore was 31, his career as a physician came to an end. An eight-year-old girl got shot four times at a street corner in West Baltimore. She was rushed to the Trauma center, where Dr.Moore met her and her family. The bleeding was extensive, and she was short for this earth. Moore was already having a bad day; he had a heart attack patient and an elderly cancer patient die on him, and he wasn’t going to let a third go. He removed the bullets and was able to patch up the wounds, but the internal bleeding was bad enough that she went into hemorrhagic shock. He fought as hard as he could, using every medical trick in the book to fix her, but it amounted to nothing. She died on the operating table, and after he failed to use both defibrillation and CPR on her to bring her back, had to be pulled away of her and restrained. After that night, Moore lost it. He spiraled into depression for a long time, and attempted to commit suicide. Had it not been for his wife, he would be dead. Moore attempted to return to the office, but he just couldn’t do it anymore. He had seen too many innocent men and women die.
What spurred Moore to join the Dreadnaughts was a combination of a documentary on the private security company Blackwater that he saw, a deep-seeded desire to get revenge on the bad people in the world who caused things like that little girl’s death to occur, and his lingering depression and PTSD. Moore saw the Dreadnaughts as a way to keep helping people through medicine while striking a blow for freedom and avenging the injustice in the world. Plus, the isolation of living on Aland Island kept his mind off of home, where children still die of bullet wounds made by bad men.
Dr.Moore’s house is in Fells Point, a neighborhood in Baltimore. He owns a rather large townhouse there, where his wife Kara lives.
TALENTS: Firstly, Moore is trained in emergency medicine. Not to toot my own horn, but not many doctors serve as combat medics, so Moore is probably one of the most-qualified medics in the world, despite his lack of combat experience. Moore’s best skill is probably shooting. While he has never served in combat before, Moore has a hell of a shot from hunting.
Non-combat, Moore is a good baseball player. He played catcher for a few years on a rec team run by the hospital. He collects old guns, and has quite a collection back in Baltimore. Having been an Eagle Scout when he was a kid, Moore is good at camping (like setting up tents, lighting fires, tying knots, making Smores, etc.) He grills a mean rib. Cooking is something that Dr.Moore got from his dad, who was a chef (since you probably didn’t read the backstory).
ROLE: Line medic. Dr.Moore is a combat medic. He goes with the Naughts on large group missions and provides medical care to wounded soldiers on the front lines of battle.
OTHER: Dr.Moore owns a dog back at base, a Chesapeake Bay Retriever by the name of Cal.
I LIKE
I DISLIKE
ATTRIBUTES
You have 19 points to allocate between each stat. Remember, you cannot have zero in a stat. Please don't be the dick that has 1's in 5 of the stats and then has a Strength of 14 or something.
Strength: 3 (Moore can certainly pull his weight, but he’s no superman)
Dexterity: 3 (It requires a fair bit of dexterity to apply bandages and stitch up wounds.
Constitution: 3 (A healthy outdoorsman)
Wisdom: 3 (Moore has a fair bit of experience in his field, but this is his first ever time in active combat, so his wisdom will be a little lower than usual)
Intelligence: 5 (Well you certainly don’t get an MD from University of Maryland by being Titus MacArthur, now do you?)
Charisma: 2 (While Moore’s a kind guy, most people don’t do the whole “brutal honesty” thing, and PTSD isn’t the best talking point)
SKILLS
Remember, you don't fill this part out. Please don't give me suggested values, either. Every time someone gives suggested values, I notice they're suspiciously higher than the ones I would normally give them.
Melee Combat, Finesse: 4. If he was up against a Filipino knife fighter, I wouldn’t bet on him. Sorry.
Melee Combat, Brute: 6. In good shape and reasonably strong. No Bane, but no pushover.
Unarmed Combat, Finesse: 4. Not really much in the way of martial arts, but not incapable of becoming skilled in that field.
Unarmed Combat, Brute: 5. Good physical condition and strong, but better suited to avoiding fights if possible.
Marksmanship: 7. Good shot. Not a sniper or any formal training, but years of hunting.
Explosives: 1. Uh. Stick to medicine? They didn’t cover bomb-building in med school.
Tactics: 6. Being a doctor, he’s smart enough to come up with something, but he’s also not trained in this field.
Operating: 4. Can handle a normal car without issues but not trained to use anything special.
Medicine: 10. Do I have to explain this?
Sneaking: 5. Hunting only goes so far: he can evade deer, but human sentries are slightly harder to dupe.
Mechanics: 5. Country boys generally have a good idea of how to fix things, but he’s not jury rigging Cesnas together or anything.
Camouflage: 6. Some experience with it, but not on par with a trained sniper or spec ops soldier.
Survival: 7. Could possibly find some edible herbs or medicinal plants.
Persuasion: 6. People tend to listen to doctors.
Intimidation : 3. People aren’t usually afraid of people who swore to the Hippocratic Oath.
Regulation: 5. Some bedside manner but he’s no therapist.
Lying: 3. Uh. You’re gonna be just fine?
Leadership: 3. Won’t be replacing Belroth anytime soon.
Willpower
Morale
Stamina
Health
SPECIALIZATION
Support: Emergency Medicine
PERKS
BENCH PRESS
Prerequisites:
Strength: 3
Hey, man, you been working out? Your character's tough. Through a solid workout regimen and great genes, your character's never been mistaken for a featherweight. Owing to your great physique, your character receives a +1 Modifier to any Brute Combat checks-that's Unarmed Combat, Brute, and Melee Combat, Brute. Also, you can crush soda cans against your head like really easily.
PIROUETTE
Prerequisites:
Dexterity: 3
Whether it's on the dance floor or the battlefield, your character's pretty graceful. As a result of their natural quickness and reflexes, your character gains a +1 Modifier to Finesse Combat rolls, owing to how damned hard it is to punch someone that doesn't ever stay still.
CROSS FIT
Prerequisites:
Constitution: 3
In elementary school, you always came in first ahead of the other kids when you ran the mile. In the Dreadnaughts, you still do. Your character's in great shape and always gets the all-clear from the doctor when you go in for your routine checkups. As a result of your body being so healthy, all Medicine rolls applied to you have a Modifier of +1. Your character also resists poisons and toxins more easily: all rolls against toxins and poisons have a +1 Modifier.
ZEN
Prerequisites:
Wisdom: 3
Consider the river. Though it is constantly in flux, it is the same. While you’re at it, consider your character, who just walked across it. Your character’s self-discipline and sense of the grand scheme is a crucial part of their ability to perform in the Dreadnaughts-they’re not rattled by changes in leadership, battlefield catastrophes, or even the fact their legs just got taken off by an IED. Your character’s unshakeable calm gives you a +2 to Regulation rolls.
CHECKMATE
Prerequisites:
Intelligence: 3
Your character’s quite sharp. Not much else to say, ya know? As a result, you receive a +1 to Tactics, Survival, and Medicine rolls. Stay in school, kids.
WE WERE LEFT DARKLING
Prerequisites:
Intelligence: 4
Your character’s mental prowess is truly remarkable. You’ve got a 2400 on your SAT, can solve a Rubik’s cube in under a minute, and you’ve got Stairway to Heaven sorta figured out. But, most importantly, your intellect helps you with a +1 Modifier to Tactics, Operating, and Mechanics rolls.
MARY SUVOROV
Prerequisites:
Intelligence: 5
Your character’s problem solving abilities are paramount, as are their other smart people ability things. Guided by cleverness, excellent perceptive abilities, and a vast reserve of knowledge, your character receives a +1 to Tactics, Medicine, and Persuasion rolls.
THEY CALL ME mESSENGER
Prerequisites:
Character has experience with fighting in arboreal settings, or extensive hunting experience
Character has no other environmental perks
Shh. It’s wabbit season. Your character’s extensive experience tiptoeing over pine straw, crouching for hours in a tree stand, or perhaps even military training in the art of face paint and then crouching for hours somewhere has resulted in their being at ease in the woods. They’ll gain +2 to Survival checks in the woods, as well as +1 to Sneaking checks and Marksmanship checks.
PERSONAL PERK:DOC HOLLIDAY
In one hand, he’s stitching up wounds. In the other, he’s doing his best to give himself job security. Your character is capable of, during times of crisis, a boost to his gunslinging abilities. However, it must be a heat of the moment, knee-jerk reaction. If he has to stop and deliberate about the cost of taking a human life, his psyche will suffer…and his PTSD may intensify.
DOSSIER
NAME: Tamba Shariati
AGE: 23
SEX: Male
NICKNAME: Youngster, The Kid
DESCRIPTION: 5’7”, 140 lbs, Tamba isn’t a very large person. He is very thin, with wiry muscles and a small frame good for agility. His skin is a very dark shade of black. He has long arms and legs, with thin fingers and slightly-clubbed fingernails. There is a scar on his left shoulder and another in his right thigh where a bullet was dug out of him. He has a rather long neck. Tamba always stands in an athletic position, with his legs at shoulder width, ready to spring into action at any moment.
Tamba’s head is rather oblong-shaped, with stubbly hair and high cheekbones. He has no facial hair, and isn’t particularly good at growing it for some reason. With wide eyes and a babyish face, Tamba looks a good bit younger than he is. Tamba’s eyes are hazel-colored and seem to hold a lot of curiosity; he doesn’t look particularly dangerous or evil like your standard mercenary. His right eye is ever-so-slightly smaller than his left, but makes his face look slightly crooked, like you’re leaning to the side and looking at it. He has a wide, flat nose and lips that are usually held in a slim straight line. He has small ears, one of which is pierced. Tamba will occasionally wear a faux diamond stud in this ear. Tamba’s teeth are white, but they are crooked from a lack of dental treatment.
Tamba’s voice is higher than average, making him sound young. He has a thick African accent.
PERSONALITY: Tamba’s no sweetheart. Years of fighting in the jungles of Sudan have taught Tamba the lesson of nature; kill or be killed. He is unafraid to pull the trigger, perhaps a bit too unafraid, and he’s seen some pretty nasty things in his short life. He’s seen many loved ones die at the hands of his enemies, and this has made him cold. Tamba is known to be a very paranoid person; he very rarely relaxes and you never see him drunk or high. He is extremely alert, always ready to move, and he has a keen attention to detail despite his lack of intellect. Tamba hates being made fun of or picked on, especially when it comes to his age. His skin crawls every time he is called “Kid”. Tamba is picked on constantly for his youth and isn’t given as much trust as he thinks he should be given.
ATTIRE Tamba usually keeps it simple, wearing what looks like a set of fatigues, a button-down collared camo shirt and a pair of camo pants. Tamba is a big believer in camouflage and so will often change his camo to match the surroundings of the mission. He wears an ammo belt holding a few magazines and carries his weapons on the belt around his waist. He wears a pair of black combat boots on his feet. There is a knife near the top of the ammo belt, positioned in such a way that Tamba can grab it with ease if he’s in a jam.
WEAPON OF CHOICE:
-Grenades. Being a hit-and-run specialist, Tamba always carries a few grenades on him. His usual load is two frag grenades and two flashbang grenades to help him escape.
-Uzi. Tamba’s main weapon. The Uzi submachine gun military variant is fit to fire .45 ACP rounds at 500 rpms. The gun is fitted with a holographic sight.
-Beretta M9. Tamba’s sidearm. It is nickel-plated and semi-automatic.
-knife. Tamba always carries a combat knife with him, placed on his belt in such a way that he can reach it if he’s in a jam.
-AK-47. Tamba does not own an AK-47, but from his years in the Sudanese military he knows his way around one very well. He can field strip an AK in record time and is fairly accurate with one.
MUGGING: Tamba knees the attacker in the balls and runs down the alley, where he hides in a dumpster and ambushes the mugger for revenge.
BIOGRAPHY: Tamba was born in Kajo Keji, a small down in South Sudan. He had the misfortune of being born during the Sudanese civil war, when South Sudan attempted once again to secede from North Sudan. Tamba’s father fought in the war in the South Sudanese Army, the SPLA, and when Tamba was fourteen he too joined their ranks. He went through very little schooling, though his mother, who was blessed with having been educated at a young age, taught him how to speak, read, and write English. Despite his young age, Tamba very quickly showed himself to be an adept fighter, and participated in many guerilla-type attacks on North Sudanese troop trucks and oil tankers, which were siphoning the oil from South Sudan and taking it north. With the help of US military training, the South began to win the war. Tamba fought in many skirmishes, many taking place in the jungle, where he could use his small size and speed to dart around obstacles and evade enemy attacks. Everything was going great until one battle near the end of the war. Tamba’s regiment was low on supplies, and so a helicopter was being flown in with supplies. South Sudan, however, only had three airstrips at which a helicopter could land, though, so the regiment had to protect it from Northern attack. Apparently someone really pissed off a North Sudanese commander, though, because the Northern army drove two Armored personnel carriers into the battle, running one soldier over, and let loose with about forty soldiers. Outnumbered and outgunned, Tamba took off into the jungle. As he ran, he was shot in the leg, and one of his comrades carried him to safety.
Now I should probably mention now that South Sudanese medicine sucks. Like, you might as well get treated by a doctor in the Civil War. Through some miracle, the bullet passed through clean, and a doctor was able to remove the few remaining fragments. Tamba just narrowly avoided deadly gangrene. The war eventually ended, and Tamba found himself facing a new problem; political corruption and extreme poverty. He spent a year or two with his father trying to make a living by fishing, but it didn’t pay nearly enough. Tamba was in Juba, the largest city in South Sudan, when he heard about the Dreadnaughts. He realized that they paid well enough for him to support his family by fighting for them, and so he managed to scrape together enough money to pay for a flight from Juba’s airport to The Netherlands, where he got a boat to the Faroe Islands (HQ’s still in the islands, right?) and joined the Naughts.
TALENTS: Tamba is a very fast individual (getting shot at generally makes you run faster) and is a good soccer player (he is a striker). He can speak both English and Juba Arabic, though he cannot read Arabic very well.
ROLE: Small arms infantry/guerilla warfare specialist. Tamba is an expert at hit-and-run style warfare due to his experience, small stature, and agility. He works best in forested or jungle environments, but is deployed in general as a footsoldier.
OTHER [hider]
I LIKE
I DISLIKE
ATTRIBUTES
You have 19 points to allocate between each stat. Remember, you cannot have zero in a stat. Please don't be the dick that has 1's in 5 of the stats and then has a Strength of 14 or something.
Strength: 3
Dexterity: 6
Constitution: 5
Wisdom: 2
Intelligence: 1
Charisma: 2
SKILLS
Remember, you don't fill this part out. Please don't give me suggested values, either. Every time someone gives suggested values, I notice they're suspiciously higher than the ones I would normally give them.
Melee Combat, Finesse: 7. Experience with up-close-and-personal-fighting makes Tamba a CQC threat.
Melee Combat, Brute: 5. Tamba’s good, but no physical powerhouse. In a contest of raw strength, he’ll fall short.
Unarmed Combat, Finesse: 8. Wiry. Fast. Skinny guys fight with nothing to lose.
Unarmed Combat, Brute: 4. “Featherweight” is a term Tamba should know and keep in mind.
Marksmanship: 9. He’s a quick little bastard and his reflexes carry over to marksmanship.
Explosives: 6. Some experience with them but nothing resembling expertise.
Tactics: 5. Basic knowledge of tactics but, uh, he’s not really smart enough to throw together anything new.
Operating: 3. You ever seen a South Sudanese road?
Medicine: 2. Beyond applying pressure, Tamba’s kind of at a loss.
Sneaking: 9. Did you guys hear something?
Mechanics: 1. You ever seen the guys in charge of building South Sudanese roads?
Camouflage: 8. Comparable to Peeta in terms of camouflage ability.
Survival: 8. He’s hardy and tough, and while not exceptionally bright, has hands on experience.
Persuasion: 2. He’s not exactly Mark Antony.
Intimidation: 6. Scrawny, but a possible child soldier in the eyes of those who don’t know him.
Regulation: 1. Better suited for causing problems than resolving them.
Lying: 2. I hear Pinocchio needs a stunt double.
Leadership: 1. Under his rule, Dreadnaught team building exercises quickly descended into anarchy.
Willpower
Morale
Stamina
Health
SPECIALIZATION
Armed Combat: Guerilla Warfare
PERKS
BENCH PRESS
Prerequisites:
Strength: 3
Hey, man, you been working out? Your character's tough. Through a solid workout regimen and great genes, your character's never been mistaken for a featherweight. Owing to your great physique, your character receives a +1 Modifier to any Brute Combat checks-that's Unarmed Combat, Brute, and Melee Combat, Brute. Also, you can crush soda cans against your head like really easily.
PIROUETTE
Prerequisites:
Dexterity: 3
Whether it's on the dance floor or the battlefield, your character's pretty graceful. As a result of their natural quickness and reflexes, your character gains a +1 Modifier to Finesse Combat rolls, owing to how damned hard it is to punch someone that doesn't ever stay still.
FLOAT LIKE A BUTTERFLY...
Prerequisites:
Dexterity: 4
Light on your feet is one apt way of describing you. Another apt way of describing you is "a mothafuckin' ninja". Your character's keen eyes and precise fingers translates into a +1 Marksmanship Modifier along with a +1 Modifier to any Reflex-based situation, like reacting after being ambushed or something.
....STING LIKE A BEE
Prerequisites:
Dexterity: 5
What use is having a weapon if you can't hit what you're aiming at? And beyond that, what use is being a weapon if you can't hit what you're aiming for? Your character's accuracy and grace is a sight to behold: take another +1 Modifier to Marksmanship and Finesse Combat.
THE MONGOOSE
Prerequisites:
Dexterity: 6
There's one animal sharp enough and fast enough to wrestle with cobras and come out on top: the mongoose. Lightning fast and razor sharp, the mongoose can weave in and out of those venom-tipped fangs and claw a cobra's eyes out without getting so much as a scratch. You're the Mongoose-whether you're dodging punches or bullets, your character is seemingly unfazable, moving too quick to be matched by any others. You receive a +1 Modifier to any roll where Dexterity is the attribute being used to determine the end result. Additionally, your character has Supreme Reflexes, allowing you to react far more quickly than others in knee-jerk situations.
CROSS FIT
Prerequisites:
Constitution: 3
In elementary school, you always came in first ahead of the other kids when you ran the mile. In the Dreadnaughts, you still do. Your character's in great shape and always gets the all-clear from the doctor when you go in for your routine checkups. As a result of your body being so healthy, all Medicine rolls applied to you have a Modifier of +1. Your character also resists poisons and toxins more easily: all rolls against toxins and poisons have a +1 Modifier.
TWENTY SIX POINT TWO
Prerequisites:
Constitution: 4
Your body’s in tip-top shape. Your focus on cardio grants you a +1 Modifier to any Unarmed and Melee Combat rolls, as you’re able to throw more punches without tiring yourself out. Additionally, you’ll start missions with a Health and Stamina of 8 as opposed to 7.
OLYMPIC
Prerequisites:
Constitution: 5
Other people’s bodies are like diesel engines-yours is more comparable to a nuclear reactor. As a result of intense exercise and paying the utmost attention to your physical well-being, you’ll begin missions with a Health and Stamina of 9-additionally, they’ll decrease more slowly
TIPTOE
Prerequisites:
Constitution: 3
Dexterity: 3
Strength must be equal to or lower than 3.
Character must not be hulking in size. Under six feet and under 180 pounds.
Huh? What was that? Your character’s light step and keen reflexes are quite useful when it comes to covert operations. You move around quietly, easily going about unnoticed-even when professionals are on sentry duty. As such, you gain a +2 Modifier to Sneaking rolls. You’ll also gain a +1 Modifier to any Melee/Unarmed Sneak Attacks-striking an opponent who is unaware of your presence. The downside is that your brand of stealth is not as well-suited to all out brawls-you suffer from a -1 Modifier to any Brute Combat rolls.
BATTLE SCARRED, I
Prerequisites:
Has a disfiguring scar on their body as a result of combat.
Your character’s been around the block before. Whether it was a bullet, a bomb, or a bayonet, you’ve got some scars and stories to share when the Dreadnaughts go drinking after a mission. As a result, your experience lends itself to a slower degradation of Morale. Unfortunately, you’re not able to qualify for the LAMB GONE ASTRAY perk, and your scars can be used to identify you if you attempt to disguise yourself.
TARZAN
Prerequisites:
Character has experience fighting in jungle settings
Character has no other environmental perks
There’s the hum of some deadly insect. Beside you, the leaf of a deadly plant quivers. And over your right foot slithers a surprisingly non-deadly snake. This is the jungle. Or is it home? You get the two mixed up at this point. Whether it’s swinging on vines, skinny dipping in piranha-infested waters, or befriending tribes that you just stumbled across on a walk through the wilderness one day, your character’s excellent at surviving in the jungle. Enjoy a +1 to Morale and +1 to Survival checks while in the jungle.
PERSONAL PERK: TINY, BUT FIERCE
Tamba’s small size and guerilla experience make him an ideal candidate for both sneak attacks and hit-and-runs. He excels in these regards, but may find that prolonged, intense activity taxes him a little more heavily than his bulkier, more endurance-laced comrades. Despite a superior Constitution, Tamba’s frame means that heavy gear will wear him out a little more quickly. However, ambushes and guerilla strikes will go more favorably for him.
Because the stupid website has a stupid character limit the list will be continued in another post further down the thread.