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Dice The Project - Characters

Sherwood

Luna's Concubine
Supporter
Roleplay Availability
Roleplay Type(s)
We are using 6th edition rules. All characters are built on 200 base points and 50 points of Disadvantages for a grand total of 250 points. Everyone has the following Disads already: Watched by the Project Staff 14-, and the Psych Limitation Patriot. You have to purchase Distinctive Features showing that you are a humanoid animal that cannot blend in with humans at all. Your active point level to top off powers is 40, top end OCV and DCV is 9 including skill levels, and defenses top out at 20 PD/20 ED that includes the free armor you can wear.

Equipment wise, normal guns and flak vests giving you a 6 PD/6 ED defense are free. If you want some exotic weapon, you'll have to pay for it with your points. Think of yourselves as super agents, with your mutant abilities (if any) as added flavor.

All the characters have lived with each other all of your lives, and have trained as a team extensively. I strongly suggest you pick up some ranks in the Teamwork skill.

Finally, when choosing a animal base to work with, ask yourselves, "Would the US Army think to use this as a soldier?" Why use a housecat when you can be a tiger?
 
Spider - Arachne
10 Str 0 11-
18 Dex 16 13-
15 Con 5 12-
13 Int 3 12-
18 Ego 8 13-
15 Pre 5 12-
4 OCV 5
6 DCV 15
6 OMCV 9
5 DMCV 6
4 Spd 20
2 Pd 0
2 Ed 0
8 Rec 4
40 End 4
12 Body 2
30 Stun 5
107 total

3 Acrobatics 13-
3 Breakfall 13-
3 Computer Programming 12-
3 Concealment 12-
3 Deduction 12-
3 Interrogation 12-
5 Mental Power Skill 14-
3 Shadowing 12-
3 Tactics 12-
3 Teamwork 12-
3 Tracking 12-
2 WF Small Arms Group
6 +2 OMCV with Mental Powers
6 +2 with Small Arms
58 total

23 Multipower 40-point reserve 40 AP, All Slots Requires a Skill Roll -1/2, Concentration (1/2 DCV) -1/4
2f Mental Blast 4d6 4 End
2f Mind Scan 8d6 4 End
2f Mind Control 8d6 4 End
2f Mental Illusions 8d6 4 End
2f Telepathy 8d6 4 End
2f Telekinesis 25 STR 39 AP, 4 End

17 Mind Link, Specific Group of Minds, Number of Minds x8, 25 AP, Concentration to Establish (0 DCV) -1/2
15 Mental Defense 15 points
10 Clinging
5 Extra Limbs
9 Resistant Protection (Telekinetic Force Field - 6 PD/6 ED) 18 AP, Requires a Skill Roll to Establish -1/2, Costs Endurance -1/2 2 End

0 Resistant Protection (Flack Vest - 6 PD/6 ED)
91 total

Complications
Watched by the Project Staff
Patriot
25 Distinctive Features - Humanoid Spider, Not Concealable, Causes Extreme Reaction
15 Over Protective of Team C/S
10 Enraged When Team Member is Knocked Out 8- / 14-

Xp Earned: 3
Xp Banked: 0

 
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Vivianne, code name MENIRU, Mimic Octopus
Characteristics

Base Characteristics:
15 STR (5 points) (12- Roll)
12 DEX (4 points) (11- Roll)
13 CON (3 points) (11- Roll)
25 INT (15 points) (14- Roll)
10 EGO (0 points) (11- Roll)
20 PRE (10 points) (13- Roll)
6 OCV (15 points)
4 DCV (5 points)
3 OMCV (0 points)
3 DMCV (0 points)
4 SPD (20 points)
8 PD (3 points, bonus 3 Resistant from Combat Luck)
8 ED (3 points, bonus 3 Resistant from Combat Luck)
8 REC (4 points)
30 END (2 points)
15 BODY (5 points)
20 STUN (0 points)

Total Cost: 94 points

Movement:
Run 12
Swim 4
H. Leap 4
V. Leap 2
Total cost: 0 points

Skills, Perks, Talents

  • Ambidextrous (3 points) (No penalty for off hand use)
  • Combat Luck (6 points) (Gain 3 Resistant/Hardened PD and 3 Resistant/Hardened ED as long as Meniru can dodge/block the attack; Bonuses do not apply if Meniru is unconscious or deliberately jumps in front of an attack)
  • Eidetic Memory (5 points) (Can commit anything to perfect memory)
  • Speed Reading (4 points) (Read documents 10x faster than normal; Combined with Eidetic Memory, Meniru can memorize a book as fast as she can turn the pages)

  • Linguist (3 points) (effectively 1 less point needed to reach a new rank in a language, minimum 1)
  • German (2 points) (Completely fluent with accent)
  • Japanese (1 points) (Conversationally fluent)
  • Russian (2 points) (Completely fluent with accent)

  • Weapon Familiarity: Small Arms (2 points) (Can use Assault Rifles/LMGs, Handguns, Rifles, Shotguns, Submachine Guns, and Thrown Grenades)
  • Weaponsmith: Firearms, Chemical Weapons, and Biological Weapons (4 points) (9 + INT/5) (Make, maintain, and repair listed weapon types; can also identify weapons and their effects)

  • Teamwork (5 points) (9 + (DEX/5) + 1)
  • Concealment (3 points) (9 + (INT/5)
  • Demolitions (7 points) (9 + (INT/5) + 2)
  • Security System (3 points) (9 + (INT/5))

  • Acting (3 points) (9 + (PRE/5))
  • Persuasion (7 points) (9 + (PRE/5) + 2)
  • Lip Reading (3 points) (9 + (INT/5))

Total points: 63 points

Powers

  • Tentacles (6 points): Has 6 extra limbs (for a total of 2 hands and 6 tentacles); Inherent
  • Gilled (5 points): Can breath underwater.
  • Scavenger (1 point): Only needs to eat once a week.
  • Vigilant (1 point): Only needs to sleep 8 hours a week.
  • Multipower: Shapeshift (35 points): 35 reserve points to distribute among the following Shapeshifting abilities:
    • Camouflage (Fixed cost; 3 point cost, 29 points reserve): Meniru can change her skin to blend into the environment.
    • Shapeshift Sight (8 points): Camouflage fools the sense of Sight.
    • Any Shape (10 points): Camouflage can be used to blend into any environment.
    • Instant Change (5 points): The changes happen instantaneously.
    • No END (+1/2 points): Camouflage costs no Endurance to use or maintain.
    • Body Only (-1/2): Camouflage only affect Meniru's body and not her clothing or equipment.
    • Persistent (+1/4): Meniru can modify Camouflage while in use.
    • Point math: 8 + 10 + 5 X (1 + .5 – .5 + .25) = 23 X (1.25) = 29 points
    • Mimic (Fixed cost; 3 point cost, 35 points reserve): Can change her skin to become an exact replica of any person.
    • Shapeshift Sight, Touch, Hearing, Smell/Taste (8, 5, 5, 2 points): Mimic fools the senses of Sight, Touch, Hearing, Smell, and Taste.
    • Limited Shapes (5 points): Meniru can only mimic Humanoid shapes.
    • Imitation (10 points): Mimic allows Meniru to perfectly imitate people.
    • Body Only (-1/2): Mimic only affects Meniru, and not her clothing or equipment.
    • 0 END (+1/2): Mimic costs no endurance to use or maintain.
    • Point math: 8 + 5 + 5 + 2 + 10 + 5 X (1 + .5 – .5) = 35 X (1) = 35 points
  • Suction Cups (9 points): Using her tentacles, Meniru can cling to walls and other objects.
    • Clinging (10 points)
    • +6 Clinging STR (2 points)
    • Can't resist knockback (-1/4 points).
    • Point math: 10 + 2 X (1 – 0.25) = 12 X (0.75) = 9

Point Total: 63 points

Complications

  • Watched by Project Staff (14-)
  • Psych Limitation Patriot
  • Distinctive Features (+10 points): When not Mimicking something/someone, she looks like a large Octopus with beige skin and a human-ish face; She has two arms with hands, and six tentacles. Easily Concealable, Major Reaction (5 + 5 points)
  • Physical Complication (+10 points): When Meniru "stands" on two tentacles (mainly when using Mimic), she can only move at a fast walk, due to the tentacles not being designed to act like legs, as well as keeping her balance. Run movement is cut in half, and she suffers -1/2 resistance to knockback (and similar) effects.
Point total: +20 points

Equipment

  • H&K G36
    • OCV +1, RMod +1
    • Damage 2d6, STUNx +1
    • Ammo: 5.56x45mm N
    • Payload/Magazine 30
    • Mass 3.43
    • 300m
    • 78/25 A/R cost
    • 2H (2 Handed), AF5 (Automatic Fire 5 / 5 round burst), FS (Flash suppressor)

  • H&K MK 23 SOCOM (x2)
    • OCV +1, RMod +1
    • Damage 2d6-1, STUNx +1
    • Ammo: .458
    • Payload/Magazine 12
    • Mass 1.20
    • 270m
    • 82/29
    • Sil (-3) (Silenced, -3 to PER rolls), FS (Flash suppressor), Laser (Laser Sight, +1 OCV +1 RMod, PR,

  • Additional equipment (carried in a field pouch held by one of Meniru's tentacles):
    • 2 spare magazines, 556x45mm N
    • 4 spare magazines, .458

Meniru's approx. body structure

u2PnbHd.png

Meniru's body coloring (an actual mimic octopus)
tXDmbWr.jpg

 
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For Epiphany Epiphany WIP
Snow Leopard
20 Str 10 13-
23 Dex 26 14-
15 Con 5 12-
13 Int 3 12-
13 Ego 3 12-
15 Pre 5 12-
6 OCV 15
6 DCV 15
0 OMCV -9
3 DMCV 0
4 Spd 20
5 PD 3
5 ED 3
10 Rec 6
30 End 2
15 Body 5
30 Stun 5

23 Running 11
8 Swimming 2
10 Leaping 3
133 Total

Total Defense: 17 PD/17 ED

Skills
3 Acrobatics 14-
3 Breakfall 14-
3 Climbing 14-
3 Concealment 14-
3 Contortionist 14-
3 Deduction 12-
3 Navigation 12-
3 Security Systems 12-
3 Shadowing 12-
3 Sleight of Hand 14-
3 Stealth 14-
3 Survival 12-
3 Tactics 12-
3 Teamwork 12-
3 Tracking 12-
6 WF Common Martial Arts Melee Weapons, Small Arms Group, Grenade Launchers, Shoulder Fired Weapons
6 +2 with Small Arms
60 Total

12 Combat Luck - +6 PD/ +6 ED

Martial Arts
4 Fast Strike +2 OCV, 6d6 Strike
3 Legsweep +2 OCV, -1 DCV, 5d6 Strike, Target Falls
4 Martial Dodge +5 DCV, Dodge, Affects All Attacks, Abort
4 Martial Escape 35 STR vs Grabs
4 Martial Strike +2 DCV, 6d6 Strike
5 Offensive Strike -2 OCV, +1 DCV, 8d6 Strike
1 Weapon Element: Karate Weapons
25 Total

Powers
20 Claws and Teeth: Killing Attack - Hand to Hand 1 1/2d6 (3d6 with STR) IIF -1/4

0 Flak Vest - Resistant Protection 6 PD/6 ED

Complications
20 Distinctive Features: Humanoid Snow Lepord
10 Style Disadvantage: Tiger Style Kung Fu
20
 
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NPC - Manticore

30 Str 20 15-
13 Dex 6 12-
20 Con 10 13-
13 Int 3 12-
13 Ego 3 12-
20 Pre 10 13-
6 Ocv 15
5 Dcv 10
0 OMCV -9
3 DMCV 0
4 Spd 20
8 Pd 6
8 Ed 6
10 Rec 6
30 End 2
20 Body 10
40 Stun 10

18 Running 6
4 Swimming 0
6 Leaping 2


3 Breakfall 12-
3 Climbing 12-
3 Concealment 12-
3 Deduction 12-
3 Electronics 12-
3 Interrogation 13-
3 Mechanics 12-
3 Navigation 12-
3 Paramedics 12-
3 Shadowing 12-
3 Stealth 12-
3 Tactics 12-
3 Teamwork 12-
3 Tracking 12-
7 WF Common Melee Weapons, Small Arms Group, Machine Guns, Grenade Launchers, Shoulder-Fired Weapons
9 +3 With Firearms
4 +2 Levels with Autofire Weapons

8 Iron Skin: Damage Resistance for 8 PD/8 ED
20 Wings: Flight 25m, x4 Non Combat 30 AP, Restrainable -1/2
16 Claws and Teeth: Killing Attack - Hand to Hand 1d6+1 (3d6+1 w/Str) 20 AP, IIF

0 Flak Vest: Resistant Protection 6 PD/6 ED
Primary Weapon - M-60 Machine Gun

Watched by the Project
Patriot
20 Distinctive Features - Mutant Animal,
15 Overconfident
15


 
For Silanon Silanon
Dingo
18 Str 8 13-
18 Dex 16 13-
15 Con 10 12-
13 Int 3 12-
13 Ego 3 12-
10 Pre 0 11-
6 Ocv 15
5 Dcv 10
0 OMCV -9
3 DMCV 0
4 Spd 20
7 Pd 5
4 Ed 2
8 Rec 4
30 End 2
15 Body 10
30 Stun 5

15 Running 3
6 Swimming 1
4 Leaping 0

3 Acrobatics 13-
3 Breakfall 13-
3 Climbing 13-
3 Computer Programming 13-
3 Concealment 12-
3 Deduction 12-
3 Navigation 12-
7 Paramedics 14-
3 Security Systems 12-
3 Shadowing 12-
3 Stealth 13-
3 Survival 12-
3 Systems Operation 12-
3 Tactics 12-
3 Teamwork 13-
3 Tracking 12-
4 WF Small Arms Group, Grenade Launchers, Shoulder Fired Weapons
6 Rifle Training: +2 OCV
3 +2 OCV Only to Offset Range Penalties -1/4

Martial Art Maneuvers
5 Distance Shot 1+1 Phase, -2 DCV, Range +6 Takes an Extra Segment
5 Offensive Ranged Disarm +1 OCV, -1 DCV, Range +2, +2 DC to Disarm
4 Quick Shot +1 OCV, +2 DC

9 +3 Perception with All Sense Groups
5 Nightvision
10 Tracking Scent
24 Claws and Teeth: Killing Attack, Hand to Hand 2d6 (3d6 with STR) 30 AP, IIF

20 Medical System 40, All Slots OAF -1
1f 1) Restoration Bullet Healing Body and Stun 2d6, Ranged +1/2, Expanded Effect (Body and Stun Simultaneously) +1/2 40 AP 4 Charges
1f 2) Painkillers: 25% Damage Reduction, Resistant for both Physical and Energy 8 Continuing Charges lasting 5 Minutes Each 30 AP
1f 3) Stims: Aid to Speed, 3d6+1 (Standard Effect, 10 Points/1 Spd) Delayed Return Rate 5 pts per Minute +1 40 AP, 8 Charges, Side Effects (Addictive if used repeatedly -1/4)
1f 4) Advanced Medical Kit: Healing Body and Stun 2 1/2d6, Expanded Effect (Body and Stun Simultaneously) +1/2, 37 AP, Requires a Paramedics Skill Roll -1/2, 8 Charges

Watched by the Project
Patriot
20 Distinctive Features: Mutant Animal
15 Will Put Others Before Himself C/S
15 Curious C/S
 
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Scott

Member of the Project - Subject
Basic DNA: Canis lupus dingo - Australian Dingo
Roles within the team: combat sniper, medic, backup, hearty eater, dingo (whatever that's worth for)


  • "Imagine you've got a brilliant idea, promising test results, billions of dollars to work with - to fulfill one single goal: To create a team of super soldiers, ready to deal with anything this world might throw at them. Of course, there's a twist - you only got one try. Only one chance to make all of your hard work and efforts pay off. One day, you sit there, an animal glossary in your hands, making the final decisions. Of course, you thought about this for a long, long time already. Started off with hundreds of bookmarks, and ended up with a dozen of them. Good choices, clearly. If things work out in the end. But how could you know for certain? Once again, you flick through the book. Looking for that one missing piece. A safe bet, just in case all other tries fail. There's one animal that has fought alonside humans for millenniums. No bookmark in there, though - you can't ask for a chihuahua, right? They'd laugh at you, and cancel the project right away. But you've got that one empty spot. And need that one safeguard. The one guy who can turn the tides with a single shot. Or will help up the others when they fail. Someone who can hunt alone if needed. And still hunts in a pack if not. You turn back a few pages - and there they are. Humans built the longest fence in history to keep them at bay - and they actually learnt how to use it to their advantage. That's your last choice - the next day, you tell the soldiers that sadly, they'll have to fly over to the continent full of the most venomous animals, the land where the most deadliest species live. Clearly, they won't object. That's what they expect, right? They return, bring you what you need, everything gets started. And the end result - that's me."

    The red-furred, dog-like creature in front of the camera pauses for a moment, takes the orange, glowing eyes from the technical device. Grabs a slice of almost raw, peppered meat and gulps it down in one go. "At least, that's how I'd imagine the whole thought process. Would have chosen a snake instead - those things kill dingoes like crazy. Worked on that, though - anways got that kit with antitoxins at hand." He shows the small box, then stands up. "Never asked Conway, though. Never mattered. I know what I'm here for, since Day One. Gotta keep the team alive, hunt down the bad guys. Protect that president, if he's not absent for once. About damn time that we get out there, though - don't want to end up like a sausage dog, never seeing anything else than a feeding bowl." He grabs something on the table, the camera falls - the last thing you see is a predatory smile as he shoulders his weapon, then darkness.
 
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For Monky Monky
15 Str 5 12-
18 Dex 16 13-
18 Con 8 13-
18 Int 8 13-
13 Ego 3 12-
10 Pre 0 11-
6 Ocv 15
6 Dcv 15
0 Omcv -9
3 Dmcv 0
4 Spd 20
10 Pd 8
10 Ed 8
8 Rec 4
30 End 2
15 Body 5
35 Stun 8

20 Running 8
10 Swimming 3
4 Leaping 0

3 Acrobatics 13-
3 Breakfall 13-
3 Bugging 13-
3 Computer Programming 13-
3 Concealment 13-
3 Cryptography 13-
3 Deduction 13-
3 Demolitions 13-
3 Electronics 13-
3 Inventor 13-
3 Lockpicking 13-
3 Mechanics 13-
3 Navigation 13-
3 Security Systems 13-
3 Shadowing 13-
3 Stealth 13-
3 Systems Operation 13-
3 Tactics 13-
3 Teamwork 13-
2 WF Small Arms Group
3 Weaponsmith 13-
6 Small Arms Training: +2 OCV

5 Life Support: Breathe Underwater
10 Armored Carapace: Damage Resistance on 10 Pd/10 Ed

27 Powerful Claw MP 40, Restrainable -1/2
2f 1) Killing Strike - HKA 2d6 (3d6 with STR) 30 AP
3f 2) Sonic Blast - 8d6 Energy Blast 40 AP
2f 3) Sonic Boom - Hearing Group Flash, 8d6 Area Effect 8' Cone +1/2 30 AP

0 Flak Vest 6 PD/6 Ed Resistant Defense

Watched by the Project
Patriot
20 Distinctive Features: Humanoid Lobster/Shrimp
15 Protective of Team C/S
15 TBD
 
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Damien, Anthropomorphic Pistol Shrimp
Characteristics
Base Characteristics:
15 STR (5 points) (12- Roll)
18 DEX (16 points) (13- Roll)
18 CON (8 points) (13- Roll)
18 INT (8 points) (13- Roll)
13 EGO (3 points) (12- Roll)
10 PRE (0 points) (11- Roll)

6 OCV (15 points)
6 DCV (15 points)
0 OMCV (-9 points)
3 DMCV (0 points)

4 SPD (20 points)
10 PD (8 points)
10 ED (8 points)
8 REC (4 points)

30 END (2 points)
15 BODY (5 points)
35 STUN (8 points)

Total Cost: 116 points

Movement:
Run 20 (8 points)
Swim 10 (3 points)
H. Leap 4 (0 points)
V. Leap 2 (0 points)
Total cost: 11 points
Skills, Perks, Talents

  • Weapon Familiarity: Small Arms (2 points) (Can use Assault Rifles/LMGs, Handguns, Rifles, Shotguns, Submachine Guns, and Thrown Grenades)
  • Small Arms Training; +2 OCV (6 points)
  • Acrobatics (3 points) 13-
  • Breakfall (3 points) 13-
  • Bugging (3 points) 13-
  • Computer Programming (3 points) 13-
  • Concealment (3 points) 13-
  • Cryptography (3 points) 13-
  • Deduction (3 points) 13-
  • Demolitions (3 points) 13-
  • Electronics (3 points) 13-
  • Inventor (3 points) 13-
  • Lockpicking (3 points) 13-
  • Mechanics (3 points) 13-
  • Navigation (3 points) 13-
  • Security Systems (3 points) 13-
  • Shadowing (3 points) 13-
  • Stealth (3 points) 13-
  • Systems Operation (3 points) 13-
  • Tactics (3 points) 13-
  • Teamwork (3 points) 13-
  • Weaponsmith (3 points) 13-

Total points: 68 points
Powers

  • Gilled (5 points): Can breath underwater.
  • Armored Carapace (10 points): Damage Resistance on 10 PD/10 ED
  • Powerful Claw - MP 40, Restrainable -1/2
    • Killing Strike (2f, 30 AP) - HKA 2d6 (3d6 with STR)
    • Sonic Blast (3f, 40AP) - 8d6 Energy Blast
    • Sonic Boom (2f, 30 AP) - Hearing

Point Total: 55 points
Complications

  • Watched by Project Staff (14-)
  • Psych Limitation Patriot
  • Distinctive Features (+20 points): Humanoid Lobster/Shrimp - Not Concealable, Major Reaction (15 + 5 points)
  • Psychological Limitation (+15 points): Protective of Team - Common, Strong (10 + 5 points)
  • Physical Limitation (+15 points): Left arm is his pistol claw, significantly larger and heavier than right arm, and is only capable of gripping objects, no fine manipulation - Frequently, Greatly (10 + 5 points)
Point total: +20 points
Equipment

  • H&K MK 23 SOCOM
    • OCV +1, RMod +1
    • Damage 2d6-1, STUNx +1
    • Ammo: .458
    • Payload/Magazine 12
    • Mass 1.20
    • 270m
    • 82/29
    • Sil (-3) (Silenced, -3 to PER rolls), FS (Flash suppressor), Laser (Laser Sight, +1 OCV +1 RMod), PR
  • Flak Vest
    • 6 Resistant PD
    • 6 Resistant ED

  • Additional equipment:
    • 3 spare magazines, .458
Appearance

5zlwOCq.jpg

Damien is approx 4' 9", a little heavy for his size thanks to his carapace and tail, and his facial features more resemble Zoidberg from Futurama than the above picture. His left arm also features a massive claw approx 2-3 times larger than his right arm, which resembles the below.
PgagDFv.jpg

Personality

Damien is one of the younger members of the project and though he's had plenty of training he has had limited socialization and remains fairly naive and optimistic. He can be a bit hesitant to speak up, though if it's his area of expertise on a mission then he is rather more confident, and he really does love working with explosions and volatile substances; after all, who isn't impressed by a good explosion.
 
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