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Campaign 2 - Sgt. Roger Grislak "Mr. Sandman"

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Rooker

Hungry Fox

15,400 Points
  • Noble Shade 100
  • Elysium's Gatekeeper 100
  • Bonfire Starter 500
PostPosted: Fri Apr 27, 2012 7:49 pm


Name: Sergeant Roger Grislak

Hero/Villain Name: Mister Sandman

Age: 27

Height: 5' 11"

Weight: 211 lbs

Appearance: User Image

Power Source: Training+Technology

History: Roger Grislak was born to a stable, ordinary family. He has no degree in the "school of hard knocks" or a tragic history or any harrowing experience that made him decide to enlist. He was just a well-to-do young man with a limited skill set. He liked to help people and he was talked into the role of Infantryman by a smart recruiter so he could save people. Yes, it was at the end of a gun barrel and he had to kill others to save the rest. Roger went through basic training with minimal difficulty. He managed to become popular in his company as an exceptional marksman, having saved his share of necks with a pinpoint shot or two.

His biggest achievement was surviving a battle against an underground Mutant team. The super humans had done a number on the men sent to detain them, but they managed to prevail. Proof that the A.S.E.A. was in need of addressing the growing Mutant threat properly. Soldiers were chosen from the best companies and equipped with better weapons, stronger armor, everything requested or deemed to be needed. Not long after that TECKS was formed and Roger once more got selected for the job. Not that he was a technologically-powered super hero like most of the team being put together, but sometimes a good grunt was just what a job needed. Roger's equipment is not top of the line, but he's working his way up and learning what he can about TECKS outside the basic outlines presented. He hopes to make himself useful shooting down a threat with good old-fashioned bullets over fancy powers.
PostPosted: Fri Apr 27, 2012 8:55 pm


PL: 1
PP: 0/20
Super Group:

Attributes
-Stat Name: Total (without enhanced) / modifier-
Strength: 10 ( 10 ) / +0
Dexterity: 12 ( 12 ) / +1
Constitution: 10 ( 10 ) / +0
Intelligence: 8 ( 8 ) / -1
Wisdom: 12 ( 12 ) / +1
Charisma: 10 ( 10 ) / +0

(Trade Offs: -2 Int = +2 Dex)

Saving Throws
-Save Name: (Base + Ability + Misc) = Total-
Toughness: (0+0+0) = +0
Fortitude: (0+0+0) = +0
Reflex: (0+1+0) = +1
Will: (0+1+0) = +1

Combat
-Name: Total (defense bonus + misc + size) / Flat Footed-
Defense: 10 (0+0+0) / 10
-Name: Total (Dex mod + Power + misc) / Flat Footed-
Initiative: 0 (1+0+0) / 0
-Name: Melee/Ranged (Attack Focus: Ranged)-
Attack: 0/1

Luck Points: 1

Feats:

Attack Focus (Ranged)
+1 to Attack rolls with Ranged effects.

Ambidexterity
Ignore the -4 Penalty for using the off-hand.

Accurate Attack
Add to your Attack Roll (max +5) by trading your Save DC (max-5) without reducing DC Bonus to less than +0 or increasing Attack Bonus to more than double.

Evasion
If you succeed a Reflex check for 1/2, you instead suffer no damage.

Favored Environment (Urban Combat)
+1 to either Attack or Dodge (limited by PL) chosen at the beginning of each round. Roger's training, though extensive, has made him especially competent at fighting in a city. This effect does not include a suburban area as the design is different from a sturdy urban place.

Improved Aim
When a full-round action is taken, increase attack rolls by double: +10 to Melee and +4 to Ranged full-round aimed attacks.

Quick Draw
Draw or load a weapon as a free action instead of a move.

Equipment Rank 2
Grants 10 Equipment Points to purchase mundane items.

Skills: 0/0 SP
-Name: Total = Skill Rank + Ability Mod + Misc-
Acrobatics (Dex): 0 = 0 + 1 + 0
Bluff (Cha): 0 = 0 + 0 + 0
Climb (Str): - = 0 + 0 + 0
Computers (Int): 0 = 0 + -1 + 0
Concentration (Wis): 0 = 0 + 1 + 0
Craft (Int): - = 0 + -1 + 0
Diplomacy (Cha): 0 = 0 + 0 + 0
Disable Device (Int): - = 0 + -1 + 0
Disguise (Cha): 0 = 0 + 0 + 0
Drive (Dex): - = 0 + 1 + 0
Escape Artist (Dex): 0 = 0 + 1 + 0
Gather Information (Cha): 0 = 0 + 0 + 0
Handle Animal (Cha): 0 = 0 + 0 + 0
Intimidate (Cha): 0 = 0 + 0 + 0
Investigate (Int): - 0 = 0 + -1 + 0
Knowledge (Int): - = 0 + -1 + 0
Language (-): - = 0 + 0 + 0
Medicine (Wis): 0 = 0 + 1 + 0
Notice (Wis): 0 = 0 + 1 + 0
Perform (Cha): - = 0 + 0 + 0
Pilot (Dex): - = 0 + 1 + 0
Profession (Wis): - = 0 + 1 + 0
Ride (Dex): - = 0 + 1 + 0
Search (Int): 0 = 0 + -1 + 0
Sense Motive (Wis): 0 = 0 + 1 + 0
Slight of Hand (Dex): - = 0 + 1 + 0
Stealth (Dex): 0 = 0 + 1 + 0
Survival (Wis): 0 = 0 + 1 + 0
Swim (Str): 0 = 0 + 0 + 0

Rooker

Hungry Fox

15,400 Points
  • Noble Shade 100
  • Elysium's Gatekeeper 100
  • Bonfire Starter 500

Rooker

Hungry Fox

15,400 Points
  • Noble Shade 100
  • Elysium's Gatekeeper 100
  • Bonfire Starter 500
PostPosted: Sun Apr 29, 2012 11:14 pm


POWERS


Ammunition Powers Pack
-Rank: 3 (+15 DP)
-Cost: 3 PP per Rank (9 PP)
-Build: Device: Easy To Lose
-Description: This small device shaped like a Motorcycle Battery has a simple dial with multiple settings, giving Roger options when taking shots at his targets. This has not yet been tested with automatic weapons and Roger errs on the side of caution when faced with the option of using it on one. Attached is a belt harness that lets him carry the item without having to constantly adjust it or himself for maximum mobility and comfort when being used.


Ammunition Power Settings
-Rank: 10
-Cost: 1:2 DP per rank + 1 (6 DP)
-Build: Array + Alternate Power (+1)(PF) - Limited (Requires Ballistic Weapons To Use)
-Description: Currently, Roger's dial has only two settings in which to affect his targets. He currently has no lethal adjustments as he feels his current use of bullets is lethal enough. He is much more interested in having ways to knock down a target without killing them either for information or having to go through a noncombatant to hit a threat.

----Setting 1----

Concussive Rounds(Ammunition Power Pack)
-Rank: 2
-Cost: 2 AP per rank + 1 AP per rank (6 AP)
-Build: Trip + Knockback + Range
-Action: Standard
-Range: Ranged
-Saving Throw: Str or Dex (Whichever is better)
-Duration: Instant
---link(+1)---
-Rank: 1
-Cost: 2 AP per Rank + 1 (PF) + 1 AP per rank (4 AP)
-Build: Stun - Daze + Linked (Toggle) + Range
-Action: Standard
-Range: Ranged
-Saving Throw: Fortitude (Staged)
-Duration: Instant (Lasting)
-Description: On this setting, bullets are destabilized as they exit the gun so that the impact results in a painful blow rather than a piercing shot. The bullet's energy is maximized with the shape going soft, turning it into non-lethal damage but normally will drop a target with a chance of stunning them. (Daze must be chosen [such as aiming for a sensitive spot], otherwise Trip is only effect applied.)

----Setting 2-----

Stun Rounds(Ammunition Power Pack)
-Rank: 3
-Cost: 2 AP per rank + 1 AP per rank (9 AP)
-Build: Paralyze + Range
-Action: Standard
-Range: Ranged
-Saving Throw: Will (Staged)
-Duration: Instant (Lasting)
-Description: The Stun setting eliminates the ability to do serious harm like the Concussive round, but instead of knock it over, Stun will temporarily disable a target so that it cannot fight. The bullet is charged with electricity by the rifling of the barrel as it leaves the gun.
PostPosted: Tue May 01, 2012 5:32 pm


Equipment


Light Pistol
-Cost: 6 EP
-Build: +3 Damage
-Range: 30 ft Increment
-Critical: 20
-Type: Ballistic
-Description: A light Sidearm designed mostly for self-defense. Useful in a pinch.

Knife
-Cost: 3 EP
-Build: +1 Damage
-Range: 10 ft (If thrown)
-Critical: 19-20
-Type: Piercing
-Description: Roger's standard combat knife.

Comm Link
-Cost: 1 EP
-Build: Communication
-Range: 1 mile
-Description: Communication device to keep in touch with friendly forces.

Rooker

Hungry Fox

15,400 Points
  • Noble Shade 100
  • Elysium's Gatekeeper 100
  • Bonfire Starter 500
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