Sheila Dark - Phlebus Saloon Girl

Character Level Average: 1.7

Moderator: Augur

Sheila Dark - Phlebus Saloon Girl

Postby Fox » Mon Jan 20, 2020 5:10 pm

Player Name: Alan
G-Mail: ADGunhouse@gmail.com

Character Name: Sheila Dark (Zhi-lah Dar'rq)
Alias: Shelia
Race: Phlebus
O.C.C.: Saloon Girl
Alignment: Aberrant (Evil)
XP Level: 1st
XP Points: 0
Next Level @ XP: 5/5 XP
Sentiments/Non-Humans: Tends to find them more accepting than most humans
Sentiments/Coalition: Rightly fears the CS, who would generally just as soon kill her as look at her
Sentiments/The Booster Boys: Aside from too much cyberware, these guys are not bad. They work smart and do not hurt people, just steal vehicles.
Sentiments/Cyber Street Gang: Violent, Undisciplined, and heavily cybered...a bad combination
Sentiments/The Greenskin Gang: They were something once, but are on the defensive and slowly dying
Sentiments/Mephisto's Horsemen: Say what you will, they are the best organized and most magically potent gang in town. Stay out of their way.
Sentiments/The Mega-Monkeys: Act tough, but ain't got the juice to back it up.
Relationship to the other player characters:
  • Alex: Seems nice enough, if only she would keep her hands off the goods
  • Angel: Got a chip on her shoulder, but she looks great
  • Axolotl: Served him more drinks than I can count...and he pays his tab (eventually)
  • Chuck: He has had some hard luck. He could likely teach me a thing or two, but not sure I can trust him.
  • Fredd: Well Disciplined and has some useful tricks, he is worth working with.
  • Josiah: He is my species, but personally I think he talks too much.
  • Jym: Strong, and could teach a lot about fighting if he wanted. Hard to earn his respect though.
  • Mike: Protective of his friends, but mostly undisciplined.
  • Johnny: Too nice and not enough discipline, but has some useful things he can do. Perhaps he can be worked with.
  • Zeran: Why he pollutes himself with drugs I do not know, he does not seem to need them.
Disposition: Honest, keeps her word, tends to look at people as to how she can use them, but expects to pay fairly for any use she makes. Thinks violence is a tool that needs to be used sparingly to be most effective, and discipline is the key to success.
Insanity: Psychosis: Fascination with death

ATTRIBUTES
I.Q.: 10
M.E.: 17
M.A.: 24
P.S.: 14
P.P.: 16
P.E.: 15
P.B.: 17
Speed: 11

PHYSICAL DATA
P.P.E.: 9
H.P.: 16
S.D.C.: 31
Age: 25
Sex: Female
Height: 5' 9"
Weight: 120 lbs.
Description: In natural form, a slender attractive woman with slightly pointed ears, brown hair and hazel eyes.

Racial Abilities
  • Limited Shape-Shifting: Josiah is able to completely change facial features as well as skin and hair color with only one full melee round (15 seconds) of concentration. By the age of 25, a Phlebus can even change his features or color on the fly (counts as one melee attack/action) and while talking or engaging in other activities. Changed facial features and skin/hair color can be maintained as long as desired.
  • Ambidextrous: All Phlebus can use their right and left hand with equal proficiency, which means they automatically get WP Paired Weapons OR Juggling (pick one) and the following bonuses (as applicable): +10% to Climbing, Concealment, Forgery, Juggling, Palming, Pick Locks, Pick Pockets, and Rope Works.
  • Additional Bonuses: +1 attack/melee, +1 to strike with thrown weapons, +5% to invoke trust/intimidate, +6 to save vs horror factor (not vs entities, see penalties)
  • Penalties: -5 to horror factor vs ghosts and entities; arrogant, cocky, and overconfident; When performing, is -25% to perception and -5 to initiative due to focus

OCC Abilities
  • Tolerance to Alcohol: Can drink twice as much as an average character
  • OCC Bonuses: +2 Initiative, +2 Roll with Punch, fall, or impact, +1 save vs horror @ levels 2, 4, 6, 8, 10, and 12

Natural Abilities
Perception Bonus: 15% (35% in social environments)
Charm/Impress: 35%
Invoke Trust/Intimidate: 85%
Max. Encumbrance: 36 pounds
Max. Carrying Weight: 140#
Max. Lifting Weight: 280#
Max. Jumping Ability: 7' long, 3.5' high

R.C.C. Skills
Disguise -- 45% (+5%)+15%
Impersonation -- 53%/39% (+4%)+14%
Performance -- 45% (+5%)+15%
Public Speaking -- 55% (+5%)+25%
Seduction -- +7%
W.P. Paired Weapons

O.C.C. Skills
Language: American -- 98% (+1%)
Language: Dragonese -- 80% (+3%)
Language: Spanish -- 80% (+3%)
Brewing: Basic 40%/45% (+5%)
Sing 50% (+5%)(professional Quality)
Dance 50% (+5%) (Professional Quality)
Seduction 47% (+3%)
Streetwise -- 39% (+5%)
Horsemanship: General-- 50%/30% (+4%)
Lore: D-Bee 40% (+5%)
Lore: Magic
--General Knowledge: 40% (+5%)
--Recognize Magic Circles, Runes, etc: 30% (+5%)
--Recognize Enchantment 25% (+4%)

W.P. Energy Pistol
W.P. Rope
Hand to Hand: Basic

O.C.C. Related Skills (2 Rogue Skills and 6 other skills of choice, halved by Racial penalty)
Imitate Voice & Sounds 52%/46% (+4%)
Use & Recognize Poison 34%/26% (+4%)
Pick Pockets 45% (+5%)
Trick Riding

Secondary Skills (3 secondary skills, reduced to 2 by racial penalty)
Literacy: Native Language 40% (+5%)
Wardrobe & Grooming 50% (+4%)

Combat Data
HTH Type: Basic
Number of Attacks: 5
Initiative Bonus: +2
Strike Bonus: +1
Parry Bonus: +1
Dodge Bonus: +1
HTH Damage Bonus: +0
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +2
Bonus to Disarm:

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Energy Pistol
W.P. Rope - +1 to strike at levels 1, 4, 8, 12, and 15. +1 to entangle, and +1 to disarm. Note: the Roping skill gives an additional bonus of +2 to strike and +2 to disarm when using against humanoid targets.

Saving Throw Bonuses
Coma/Death:
Magic (varies):
Lethal Poison (14+):
Non-Lethal Poison (16+):
Insanity (12+): +1
Psionics (varies): +1
Horror Factor (varies): +6 (-5 vs entities/ghosts)
Last edited by Fox on Sat Feb 15, 2020 5:37 pm, edited 22 times in total.
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Re: Sheila Dark - Phlebus Saloon Girl (WIP)

Postby Fox » Tue Jan 21, 2020 7:19 am

Equipment
Use this template for formatting and layout of your stuff. Each character starts with a 10,000 credit budget for equipment. This has to cover EVERYTHING your character has materially. Anything left over you can keep on a credit card type of your choosing.


Allocate your items into the categories listed in green!

Vehicles/Mounts are listed first.

Carried/In Hand

Worn on Person
MH-500 Armored Huntsman’s Choice Jumpsuit or Fatigues

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
Wilk's CFT "Peacebringer"
• E-6 rounds for Peacebringer (6)
• 10 yards Mega-Rope
• Attachment: Secure Black Card: 13, 640 credits

Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:

Stored in Vehicle
N/A



Gear Stats
Wilk's CFT "Peacebringer"
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  • Range: 500'
  • Damage: 2D6+3 M.D.
  • Rate of Fire: Single shots only
  • Payload: 6 round cylinder
  • Weight: 3 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.212, WB14


MH-500 Armored Huntsman’s Choice Jumpsuit or Fatigues
  • M.D.C.: 6

Mega-Rope (support to 4000 lbs; 200 S.D.C./foot of length)
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Re: Sheila Dark - Phlebus Saloon Girl (WIP)

Postby Fox » Sat Feb 15, 2020 8:41 am

Background:
Sheila grew up on a ranch near a small human town. Her family would grow corn and other crops: eating some, brewing some into alcoholic beverages to sell in town, and using the rest to feed their cattle and pigs. Nothing unusual...and that was the idea. Hide in plain sight and be ignored.

Her family was NOT normal, they were Phlebus, D-bee shapeshifters. She was cautioned early to hide her ears but otherwise not to use her powers.

She was on her way to becoming a cowgirl when the CS arrived. They took over the town to set up a base and sent their Dog Boys and Stalkers to roust out any "monsters" hiding in the area. This unfortunately included the peaceful Phlebus family, who were slaughtered simply for what they were.

Sheila survived only because of the arrival of a real monster, attracted by the scent of blood. She managed to escape during the fight, with her father's pistol and her armored jump suit. She reached Merctown and took a job in the first place that would hire her, which was in a saloon as a waitress.

She has been there biding her time and mastering her powers. The CS fear her kind because they have the potential to become shapeshifting assassins. Well, she is going to become that fear personified.
Fox the Healer
Nightvision 40'
Superior Sense of Smell and Hearing
--Hearing is as keen as a dog's and has the same range of hearing
--Recognize and Track Familiar scent 32% (+4%) range 50', re-roll every 100' (+10% if mate or offspring)
--Track Blood Scent by smell alone 42% (+4%) Range 1,000'
I.S.P.: 130/70 | H.P.: 37/37 | S.D.C.: 12/26
Horror Factor: 12 | Natural AR: 6
Studded Leather Armor: AR 13, SDC 36, -5% mobility Penalty
Fox the Healer
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