Dragon's Characters

Description:

Dark tower gunslinger

Name: Alex Wolf

LVL 10

Char Sheet

Main point to this char is to disable the enemy.

Human: 15% electricity resistance, perk every 2 levels

Stats
ST – 3
PE – 6
EN – 6
CH – 1
IN – 10
AG – 6
LK – 8

Traits
Finesse: Your attacks show a lot of finesse. You don’t do as much damage, but you cause more critical hits. All of your attacks lose 25% of their damage (after Damage Threshold, and round up) but you gain a 10% bonus to Critical Chance on attacks. Super Mutants cannot choose this trait.
One Hander: One of your hands is very dominant. You excel with single-handed weapons, but two-handed weapons cause a problem. You have a 40% penalty to hit with two-handed weapons, but get a 20% bonus to hit with weapons that only require one hand.

Perks
lvl 2: Night Vision
lvl 4: Toughness (+3 DT) – This perk confers a +3 to Damage Threshold to all types of damage.
lvl 6: More Criticals
lvl 8: More Criticals
lvl 10: Better Criticals

Bonus Perk: Drunken Master

Criminal Package: Racketeering: Innocent: When bartering, treat your disposition as 5% higher

2ndary Stats
HIT POINTS (HP): 66 (base:30)
ARMOR CLASS (AC): 21 (AG (6) + Armor (15) = 21)
ACTION POINTS (AP): 8
CARRY WEIGHT: 100 lb
MELEE DAMAGE (MD): 0
POISON RESISTANCE: 30
RADIATION RESISTANCE: 12
GAS RESISTANCE: 0/0
ELECTRICITY RESISTANCE: 15
DAMAGE THRESHOLD: + 3
SEQUENCE: 18
Range: (Base Range: 11) 11 + 19 (Colt 6520) = 30
Detection: 50
HEALING RATE: (6/3) x 7 (level) = 14
Disposition: 5
Karmic Disposition: 4
Karma: 205
CRITICAL CHANCE: 8+4(perk) = 12 (With Ranged Weapon 12+10(trait) = 22)

AP Cost
Move 1 Hex costs 1 AP (walk)
Reloading costs 2 AP
Making a shot takes (One-Handed 3 AP (4 AP Targeted)) (Two-Handed 4 AP (5 Ap Targeted))
Changing Position costs 2 AP per position

SKILLS (The math should look ok now. I had to mess with it bc site coding messes with it)
Skills per lvl: 25
Total Skill Points Gained so far: 225
Skill Points Left over after lvling: 46
Simple Weapons
Unarmed – 15 + (2 x END (6)) + STR (3) = 30
Melee – 15 + (2 x STR (3)) = 21
Throwing – 15 + AGL (6) + PER (6) = 27

Advanced Weapons
Tag Small Guns – 10 + (PER (6) + AGL (6))+Tag(20) = 42 + 29×2(tag) = 100 + 13×2(tag) = 126 + 12×2(tag) = 150 (Skill Points Spent to get this = 91)
Big Guns – (STR (3)) +(EN (6)x2) + (PE (6)) = 21
Energy Weapons – 10 + (2 x PER (6)) = 22

Medicine
First Aid – 10 + (2 x INT (10)) = 30
Doctor – 10 + INT (10) = 20

Thieving
Sneak – 10 + (2 x AGL (6)) = 22
Steal – (2 x AGL (6)) = 12
Lockpick – (10 + (PE (6)+ AG (6))) = 22
Explosives – (10 + (PE (6)+ AG (6))) = 22

Technical
Science – 10 + (2 x INT (10)) = 30
Tag Repair – 10 + (2 x INT (10)) + 20(tag) = 50
Pilot – 10 + (2 x (AGL (6)+PE (6))) = 34

Social
Speech – 10 + (2 x CHA (1)) = 12
Tag Barter – 5 + (2 x CHA (1)) +20(tag) = 27 + 37×2(tag)= 101 + 12×2(tag) = 125 + 8×2(tag) = 143 + Disposition(10 (with 5 from Criminal Packag)) = 153
Barter vs Good – 159
Barter vs Bad – 147
Disguise – 10 + (PER (6) + CHA (1)) = 17

Survival
Outdoorsman – 10 + (2 x END (6)) = 22
Athletics – 10 + (2x(EN (6)+AG (6))) = 34

Items/Gear
Metal Armor MK II – 1900 caps [W 35] [AC 15] [N 4/35] [L 7/80] [F 4/15] [P 4/25] [E 4/30]
.44 Magnum Revolver – 600 caps [W 6] [Min ST 5] [Dmg + 11] [Rng 6] [Rnds 6] :Rifled Barrel 1000 caps – on the .44 Mag [Dmg -4] [Rng + 20]

Weapons:
3x Colt 6520 – [Rnds 12] [MinST 3] [W 4] [Dmg 6] [Rng 19]
Knife – 3 Boxes of dmg on it

Healing Items:
2 x Purified Water – 25 caps each [HP + 5]
2 x Blamo Mac & Chees – 15 caps each [HPs + 3] [Rads + 2]
13x Healing Powder [HP 1d10 + 5] -1 Per for 1 hour
2x Venom Heart -2 Per -50 Poison for 4 hours
2x Stimpak [HP 1d10 + 10]
1x Antidote
1x Voodoo –
13x Vinegar – gets rid of acid

Ammo:
154x 10mm AP [AC -10] [Ignores DT] [1d4]
37x 10mm FMJ [1d8]
40x 10mm JHP [DR -10] [1d6]
24x Waiting on Boxes of 10mm AP ammo from Ralphie

Random Stuff:
flashlight 29.25 hours
4x Flare : 10 caps [lasts 1 hour]
1x Lighter – 10 caps
1x Boots
3x Empty Hypodermic
3x pulley tech
2x Vacuum Cleaner
1x Turpentine
1x Tin Can
1x LeafBlower
1x Wonderglue
1x Fission Battery
1x Propellant
2x Wood Tech

Caps: 219.6
Barterables: 0
Barterables at Burham: 38.8



Gunslinger king by adam withers

Name: Desert Fox

Char Sheet

Human: 15% electricity resistance, perk every 2 levels

Stats
ST – 5
PE – 10
EN – 8
CH – 2
IN – 8
AG – 8
LK – 6

Traits
Finesse: Your attacks show a lot of finesse. You don’t do as much damage, but you cause more critical hits. All of your attacks lose 25% of their damage (after Damage Threshold, and round up) but you gain a 10% bonus to Critical Chance on attacks. Super Mutants cannot choose this trait.
Gifted: You have more innate abilities than most, so you have not spent as much time honing your skills. Your statistics are better than the average person, but your skills are lacking. All stats get a +1 bonus, but all skills get a 10% penalty and you receive 5 less Skill Points per level. Robots cannot be gifted.

Perks
lvl 2: Night Vision
lvl 4: Toughness
lvl 6: More Criticals

Criminal Package: Smuggling – Innocent: Gain a +1 to sequence

2ndary Stats
HIT POINTS (HP): 71 (base:36)
ARMOR CLASS (AC): 23 (AG (8) + Armor (15) = 23)
ACTION POINTS (AP): 9
CARRY WEIGHT: 150 lb
MELEE DAMAGE (MD): 0
POISON RESISTANCE: 40
RADIATION RESISTANCE: 16
GAS RESISTANCE: 0/0
ELECTRICITY RESISTANCE: 15
DAMAGE THRESHOLD: DT + 3 to all types of damage (Perk)
SEQUENCE: 28+1(Smuggling – Innocent) = 29
Range: (Base Range: 19) (Henry Repeating Rifle: 19 + 40 = 59)
Detection: 50
HEALING RATE: (8/3)6 = 16
Disposition: 10
Karmic Disposition: 0
CRITICAL CHANCE: 6+4(perk) = 10 (With Ranged Weapon 10+10(trait) = 20)
Critical Dmg: 200%

AP Cost
Move 1 Hex costs 1 AP (walk)
Reloading costs 2 AP
Making a shot takes (One-Handed 3 AP (4 AP Targeted)) (Two-Handed 4 AP (5 Ap Targeted))
Changing Position costs 2 AP per position

SKILLS
Skills per lvl: 16
Total Skill Points Gained so far: 80
-10 (gifted)
Simple Weapons
Unarmed – 15 + (2 x END (8)) + STR (5) -10 (gifted) = 26
Melee – 15 + (2 x STR (5)) -10 (gifted) = 15
Throwing – 15+AGL(8)+PER(10) -10 (gifted) = 23

Advanced Weapons
Tag Small Guns– 10 + (PER (10) + AGL (8))+Tag(20) -10 (gifted) = 38 + 31×2(tag)=100 + 13×2(tag)=126 + 12×2 (tag) = 150 (Skill Points Spent to get this = 93)
Big Guns – (STR (5)) +(EN (8)x2) + (PE (10))-10 (gifted) = 21
Energy Weapons – 10 + (2 x PER (10)) -10 (gifted) = 20

Medicine
First Aid – 10 + (2 x INT (8)) -10 (gifted) = 16
Doctor – 10 + INT (8) -10 (gifted) = 8

Thieving
Sneak – 10 + (2 x AGL (8)) -10 (gifted) = 16
Steal – (2 x AGL (8)) -10 (gifted) = 6
Lockpick – (10% + (PE (10)+ AG (8))) -10 (gifted) = 18
Explosives – (10% + (PE (10)+ AG (8))) -10 (gifted) = 18

Technical
Tag Science – 10 + (2 x INT (8)) + 20(tag) – 10 (gifted) = 36
Repair – 10 + (2 x INT (8)) – 10 (gifted) = 16
Pilot- 10 + (2 x (AGL (8)+PE (10))) -10 (gifted) = 26

Social
Speech – 10 + (2 x CHA (2)) -10 (gifted) = 4
Tag Barter – 5 + (2 x CHA (2)) +20(tag)-10 (gifted) = 19 + 3×2(tag)= 25 + Disposition(10) = 35
Disguise – 10 + (PER (10) + CHA (2)) -10 (gifted) = 12

Survival
Outdoorsman – 10 + (2 x END (8)) -10 (gifted) = 16
Athletics – 10+(2x(EN (8)+AG (8))) -10 (gifted) = 24

Items/Gear
Metal Armor MK II – 1900 caps [W 35] [AC 15] [N 4/35] [L 7/80] [F 4/15] [P 4/25] [E 4/30]
Colt Hunting Rifle – 1000 caps [W 11] [Min ST 5] [Dmg +9] [Rng 40] [Rnds 10] [Ammo .223 or 7.62]
.44 Magnum Revolver – 600 caps [W 6] [Min ST 5] [Dmg +11] [Rng 6] [Rnds 6] [Ammo .44]
Flare – 10 caps [lasts 1 hour]
Lighter – 10 caps
Ammo:
- 40 × .223 AP – 160 caps per 20 [AC – 15] [Ignores DT] [Dmg 1d6]
- 40 × .44 Magnum AP – 160 caps per 20 [AC – 10] [Ignores DT] [Dmg 1d6]
- 100 × 7.62mm – 60 caps per 50 [AC 0] [DR/DT 0/0] [Dmg 1d10]
- 40 × .223 FMJ – 155 caps per 20 [AC 0] [DR/DT -10/0] [Dmg 1d10]
- 40 × .44 Magnum JHP – 130 caps per 20 [AC 0] [DR/DT -10/0] [Dmg 1d8]
- 20 × .44 Magnum FMJ – 80 caps per 20 [AC 0] [DR/DT 0/0] [Dmg 1d10]
Caps: 70



Jackal

LVL 10

Char Sheet

Main point to this char is to disable the enemy.

Human: 15% electricity resistance, perk every 2 levels

Stats
ST – 3
PE – 6
EN – 6
CH – 1
IN – 10
AG – 6
LK – 8

Traits
Finesse: Your attacks show a lot of finesse. You don’t do as much damage, but you cause more critical hits. All of your attacks lose 25% of their damage (after Damage Threshold, and round up) but you gain a 10% bonus to Critical Chance on attacks. Super Mutants cannot choose this trait.
One Hander: One of your hands is very dominant. You excel with single-handed weapons, but two-handed weapons cause a problem. You have a 40% penalty to hit with two-handed weapons, but get a 20% bonus to hit with weapons that only require one hand.

Perks
lvl 2: Night Vision
lvl 4: Toughness (+3 DT) – This perk confers a +3 to Damage Threshold to all types of damage.
lvl 6: More Criticals
lvl 8: More Criticals
lvl 10: Better Criticals

Bonus Perk: Drunken Master

Criminal Package: Racketeering: Innocent: When bartering, treat your disposition as 5% higher

2ndary Stats
HIT POINTS (HP): 66 (base:30)
ARMOR CLASS (AC): 21 (AG (6) + Armor (15) = 21)
ACTION POINTS (AP): 8
CARRY WEIGHT: 100 lb
MELEE DAMAGE (MD): 0
POISON RESISTANCE: 30
RADIATION RESISTANCE: 12
GAS RESISTANCE: 0/0
ELECTRICITY RESISTANCE: 15
DAMAGE THRESHOLD: + 3
SEQUENCE: 18
Range: (Base Range: 11) 11 + 19 (Colt 6520) = 30
Detection: 50
HEALING RATE: (6/3) x 7 (level) = 14
Disposition: 5
Karmic Disposition: 4
Karma: 205
CRITICAL CHANCE: 8+4(perk) = 12 (With Ranged Weapon 12+10(trait) = 22)

AP Cost
Move 1 Hex costs 1 AP (walk)
Reloading costs 2 AP
Making a shot takes (One-Handed 3 AP (4 AP Targeted)) (Two-Handed 4 AP (5 Ap Targeted))
Changing Position costs 2 AP per position

SKILLS (The math should look ok now. I had to mess with it bc site coding messes with it)
Skills per lvl: 25
Total Skill Points Gained so far: 225
Skill Points Left over after lvling: 46
Simple Weapons
Unarmed – 15 + (2 x END (6)) + STR (3) = 30
Melee – 15 + (2 x STR (3)) = 21
Throwing – 15 + AGL (6) + PER (6) = 27

Advanced Weapons
Tag Small Guns – 10 + (PER (6) + AGL (6))+Tag(20) = 42 + 29×2(tag) = 100 + 13×2(tag) = 126 + 12×2(tag) = 150 (Skill Points Spent to get this = 91)
Big Guns – (STR (3)) +(EN (6)x2) + (PE (6)) = 21
Energy Weapons – 10 + (2 x PER (6)) = 22

Medicine
First Aid – 10 + (2 x INT (10)) = 30
Doctor – 10 + INT (10) = 20

Thieving
Sneak – 10 + (2 x AGL (6)) = 22
Steal – (2 x AGL (6)) = 12
Lockpick – (10 + (PE (6)+ AG (6))) = 22
Explosives – (10 + (PE (6)+ AG (6))) = 22

Technical
Science – 10 + (2 x INT (10)) = 30
Tag Repair – 10 + (2 x INT (10)) + 20(tag) = 50
Pilot – 10 + (2 x (AGL (6)+PE (6))) = 34

Social
Speech – 10 + (2 x CHA (1)) = 12
Tag Barter – 5 + (2 x CHA (1)) +20(tag) = 27 + 37×2(tag)= 101 + 12×2(tag) = 125 + 8×2(tag) = 143 + Disposition(10 (with 5 from Criminal Packag)) = 153
Barter vs Good – 159
Barter vs Bad – 147
Disguise – 10 + (PER (6) + CHA (1)) = 17

Survival
Outdoorsman – 10 + (2 x END (6)) = 22
Athletics – 10 + (2x(EN (6)+AG (6))) = 34

Items/Gear
Metal Armor MK II – 1900 caps [W 35] [AC 15] [N 4/35] [L 7/80] [F 4/15] [P 4/25] [E 4/30]



Bio:

Been Wandering for some time. Everything else is his Secret.

Dragon's Characters

Fallout: Van Buren WhiteDragon32