Shannon Trevor
One Thousand Club
Character Sheet
Name:
Age:
Gender:
Physical Description:
Equipment:
Skills:
Personality:
History:
Writing Sample: (If not already submitted)
Skills and Abilities:
As we intend to use dice for combat portions of the story, each character will be individually rated in the following attributes:
Pistols:
SMGs:
Assault Rifles:
SAWs/LMGs:
Marksman’s Rifles:
Sniper Rifles:
Shotguns:
Grenades:
Rocket/Missile Launchers:
Melee:
Stealth:
Tech:
Biotics:
The ratings go from Untrained<Basic<Average<Skilled<Expert<Master
The bonuses to rolls matching each attribute are: -1, +1, +2, +3, +4, +6
Each player will be required to justify any master-ranked skills, as this is an extremely rare level of skill--think Asari Justicars, Turian Blackwatch, Human N7s, Salarian STG, SPECTREs, etc. It is not possible to have gained this amount of skill without extensive training and first-hand experience, both. The highest you can have from even the most intensive training regimen is Expert, without first-hand experience.
Master-ranked skills are significantly above expert.
Suppressing Fire; -2 to attack with LMGs, -1 with ARs and SMGs, no effect with smaller-calibre or slow-firing(e.g. Sniper Rifles) weapons. Can be countered by disrupting the unit with an attack, stun, or distraction, or after three actions have been taken. Group suppression expires in two.
Flashbang Grenade; -3 to attack to all units who fail to make at least 14 on an unweighted d20 roll--warned units get a +6 to the roll
Smoke Grenades; +3 to defence for all units on the field.
Thermal Vision; counters smoke grenades, but makes flashbangs automatically affect anyone with them on.
Flanking; +4 to attack from flanking units against flanked units, only.
Cover; +2 to defence.
Concealment; +1 to defence.
High Ground; Ignores enemy cover and/or concealment.
Surprise; +4 to attack
Low-light Concealment; +1 to defence.
Night Vision; Counters Low-light Concealment, but makes flashbands automatically affect anyone with them on.
Tactical Scan; +2 to attack for three rounds.
Biotic Focus; +3 to Melee Attack and Melee Defense for two rounds. One round hard cooldown (cannot be used again for that time), two further round soft cooldown (take a Major Wound if used again in that time).
(Group) Biotic Barrier; +3 to defence for all units within. Lasts six actions(three rounds) or until the creator is incapacitated or killed. Survives three attacks.
(Solo) Biotic Barrier; +6 to defence for one unit. Lasts four actions(two rounds). Survives two attacks.
Prone; +2 to attack and defence for a single round.
Kneeling; +1 to attack and defence for a single round.
Most NPCs and Players
1-5 Miss
6-7 Hit on shields or armour; no wound(five hits to a player or NPC’s armour or shields in the same firefight will result in both systems failing and the person in question receiving a ‘minor wound’)
8-10 Minor wound(three minor injuries to a single player or NPC without serious medical attention in-between will constitute one ‘major wound’)
11-14 Seriously wounded--Major Wound(-2 for the first, -1 for every additional major wound after, barring extenuating circumstances--five major injuries without being treated in a proper medical facility will result in a KO)
15-16 Wounded enough to be unable to move, but can still fire and fight (Grave Wound--receiving any additional wounds in this state before being medically treated will render the victim unconscious)
17-18 Knocked Unconscious
19-20 Killed (If a player, receives a permanent debilitating injury, anywhere from a permanent loss of hearing in a single ear/a missing digit on one hand or foot to a missing limb, collapsed lung, or permanent blindness. The same can occur if a player puts themselves or is put into a no-win-scenario or willingly ‘sacrifices’ themselves in combat. Alternatively, particularly brutal captors in a POW situation may do this deliberately--this is what I mean by my N6 rating. Note that it’s extremely rare in my experience to ever get a roll high enough to be a threat like this unless facing a dauntingly experienced opponent such as a boss, or the enemy rolls a nat20)
Boss Fight Infantry
1-5 Miss
6-10 Hit on shields or armour; no wound
11-15 Minor Wound
16-17 Major Wound
18-19 Grave Wound
20 Knocked Unconscious
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