Waylin Cumberbund WIP

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Waylin Cumberbund

Waylin Cumberbund WIP

Post by Waylin Cumberbund »

Player Name: Jason
E-Mail: leprecoon99@gmail.com
Discord: Jason (Dhaltuun)#8771
Link to Ledger: Ask GM for help / i don't know how to do this.

Character Name: Waylin Cumberbund
Animal Type: Beaver
Alignment: Unprincipled
XP Level: 1
XP Points:
Next Level @ XP:
Sentiments/Humans: Curious
Species Hostilities:
Insanity: Obsessed with his cumberbund (family heirloom)

I.Q.: 10
M.E.: 16
M.A.: 16
P.S.: 15
P.P.: 11
P.E.: 11
P.B.: 13
Speed: 14 run / swim

H.P.: 14
S.D.C.: 71
Age: 18
Sex: Male
Length: 47 inches
Weight: 195 lbs
Build: Short
Description: Young humanoid beaver, book worm,

Begin with BIO-E base provided by animal type & show how every point is spent.
Size Level: 10
Size Level: 10
Human Features
Hands: Partial (has 5 fingers)
Biped: partial
Speech: partial
Looks: None. Has an animal snout, thick, bulky body, webbed fingers and toes, large flat tail, with a thick fur pelt, and large flat teeth.
Vestigial Disadvantages:
-5 BIO-E for taking Nearsightedness
-10 BIO-E for taking Webbed Hands & Feet
Natural Weapons:
10 BIO-E for 2D6 damage Gnawing Teeth (Special)
15 BIO-E for Extra-Limb: Beaver Tail (Special).
Mutant Animal Powers:
10 BIO-E for Natural instinct for Building & Construction (Special!).
5 BIO-E for Brute Strength
5 BIO-E for Hold Breath
10 BIO-E for Extra Physical Endurance

Natural Abilities
Perception: 15% + 3% / Nearsighted: -15% to anything beyond 60'
Charm/Impress: 30%
Invoke Trust/Intimidate: 40%
Max. Encumbrance: 156 lbs
Max. Carrying Weight: 300 lbs
Max. Lifting Weight: 750 lbs
Max. Jumping Ability: 22.5 feet of length / 15 feet of height

Special Abilities
Natural in skills like Mechanical Engineering, Carpentry, Masonry, and others involving construction.
Tail can be used like a tool to pat and smooth clay and concrete, and better control when swimming, can also be used as a blunt weapon to strike an opponent in hand to hand combat

Vestigial Disadvantages:
Nearsightedness -
  • The character can only see clearly when things are very close up (one foot), and the character can not see anything but blurred shapes, color and movement of anything beyond his range of vision.
  • Range of Clarity. 3 feet for the distance the character can see clearly. Anything beyond that point is a blur.
  • Maximum Range. 19 ft for the number of feet beyond which the character can not really see at all.
    Webbed Hands & Feet -
    • has large amounts of webbing between their fingers and between their toes.
    • This makes many different movements awkward, from running to manipulating small objects .
    • When used in the water the webbing allows for much faster swimming
    • has great difficulty passing for human; impossible up close.

      Natural Weapons:
      Gnawing Teeth (Special).
      • Can inflict full damage (2D6) and chew through tree roots, branches, tree trunks, any kind of hardwood, clay and crumbling stone, rubber, and similar materials at the rate of about an inch per melee round (15 seconds).
      • Hard plastic, ceramic materials, concrete, and brick mortar (not the brick itself unless deteriorated and crumbling to begin with) can be chewed through at about half an inch every minute (4 melee rounds).
      • Moreover, the mutant beaver's bite will do half damage to metal, Kevlar, ceramic and other types of body armor without injury to its teeth, jaw or mouth.
        Extra-Limb: Beaver Tail (Special).
        • A large, flat, partially prehensile tail that can be used to like a tool to pat and smooth clay and concrete, and provides better control when swimming.
        • It can also be used as a blunt weapon; does 2d4 damage +P.S. damage bonus (if any).

          Mutant Animal Powers:
          Natural instinct for Building & Construction (Special!).
          • How to construct buildings, walls, and especially dams, just comes naturally to character.
          • The character, with Gnawing Teeth, a few simple tools (axe, shovel, hammer), and access to any kind of trees, can put together all kinds of buildings, dams, walls or fortifications, at a rate of 10 S.D.C. per melee round (see S.D.C. Table).
            Brute Strength -
            • can carry 300 lbs, as well as lift 750 lbs
              • Hold Breath - for 13 minutes.
              • Extra Physical Endurance - tires/fatigues at one third the normal rate

                Apprenticeship: Artisan
                • Particularly bright youngsters are adopted into a special secret university.
                • This is not a college campus, but the remnants of one of the pre-Crash universities held together by a desire to preserve the greatness of the past by continuing to study, teach and research.
                • Humans, including ancient humans who still survive and contribute, are very much a part of this academic underground, and characters will be as comfortable around humans as around mutant animals.
                • Artisan studios produce a vast array of works of art, crafts and useful items. Some would say they can make just about anything that a customer could possibly want (excluding guns, armor, electrical devices and vehicles), made to the exact order of the customer, and rendered beautifully as well.
                • The character is capable of making just about anything involving weaving, pottery, woodworking, clay, ceramics, precious metals, sculpting, carving, painting, artistry and crafts from a fme wood table, to a porcelain toilet, to a silver goblet, to a glass vase, to jewelry, to carpeting, blankets, and clothing.
                • Characters can generally attempt to create any work of "art," "crafts," "jewelry" and "carpentry" for which they have an appropriate skill.
                • So, for example, an Artisan with Play Musical Instrument, who can play the guitar, can learn how to make good quality guitars.
                • Note that these creations, while artistic, can and do include many useful items such as simple melee weapons (knives, swords, axes, etc.), simple tools, containers (baskets, chests, backpacks), furniture, clothing, musical instruments and much more.
                • Of course, to make many of these things, the character must have suitable materials, tools and work facilities (i.e. to make a sword, he will need a blacksmith's workshop; to spin a vase or pottery, he will need ceramics or clay, a spinning wheel and furnace, and so on).
                • has trained and worked with a Master Artisan for 10 years, and have earned Journeyman papers.
                • Base Artistic Fabrication Skill: 71% +2% Roll each time a new item is created.
                • Making the item with different or unfamiliar materials, or redesigning it to be more beautiful, requires a skill roll at -15% penalty.
                • Rush jobs have the same penalty.
                  Main Skill: - Fabrication (Special!):
                  • The art of constructing just about any kind of craftwork (basket weaving, macrame', jewelry making, and other "crafts" type creations) combined with "tinkering" (general repair and the enjoyment of making things), but making it artistic and beautiful as well.
                  • This skill gives the creation of even simple works of carpentry, weaving and clothing an artistic flair and attractive design element that goes beyond simple function and embarks on artistry.
                    Core Skills:
                    Antiquarian (50% +5%)
                    Art: Drawing & Painting (45% +4%)
                    Mathematics: Basic (74% +4%)
                    Blacksmith (55% +5%)
                    Carpentry (45% +5%)
                    General Repair & Maintenance (50% +5%)
                    Literacy (40% +5%)
                    Masonry (50% +5%)
                    Musical Instrument (30% +5%)
                    Sculpting & Whittling (45% +5%)
                    Sewing (55% +5%)
                    All are at a professional level of quality and get a +10% bonus.
                    Military Skill:
                    Recognize Weapon Quality (30% +5%)
                    Pilot Skills:
                    Construction & Farming Equipment (40% +4%)
                    Sailing (60% +5%)

                    Primary Skills
                    any six Scientific & Scholastic Skills
                    Holistic Chemistry - See Holistic Medicine - Holistic Medicine 30%/20% (+5%)
                    Chemistry (50% +5%)
                    Biology (40% +5%)
                    Botany (30% +5%)
                    Mechanical Engineering (45%+5%)
                    Archaeology (15% +5%)
                    four Technical Skill
                    Farrier: Basic (39% +4%)
                    Lore: Culture & Customs 30% (+5%)
                    Mining (also includes Prospecting) 35% (+5%)
                    Brewing (30% +5%)
                    any other eight from Medical, Military, Physical, Pilot or WP.
                    Veterinary Medicine (54% +4%)
                    Hand to Hand: Gladiator
                    Deep Sea Fishing 32% (+4%)
                    Wilderness Survival (35% +5%)
                    Physical Labor
                    W.P. Axe

                    Secondary Skills
                    W.P. Blunt
                    Targeting (Throwing/Missile Weapons)
                    W.P. Spear
                    Fishing (60% +5%)
                    Roping/WP Lasso
                    Rope Works (49% +5%)

                    Combat Data
                    HTH Type: Gladiator with Wrestling
                    Number of Attacks: 4
                    Initiative Bonus: +0
                    Strike Bonus: +0
                    Parry Bonus: +0
                    Dodge Bonus:
                    HTH Damage Bonus: +0
                    Bonus to Roll w/Punch: +3
                    Bonus to Pull a Punch:
                    Bonus to Disarm: Nat 19-20
                    Tail does 2d4 +P.S.
                    Pin/Incapacitate on a roll of 18, 19, or 20.
                    Crush/Squeeze does 1d4 damage.
                    Body Block/Tackle - 1d4 Damage and opponent must Dodge or Parry to avoid knock down.
                    Gnawing Teeth 2d6 damage

                    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. name--List totaled bonuses from W.P. only
                    W.P. Axe - Bonuses:
                    +1 / +1 strike at levels 4, 8 and 12.
                    +0 / +2 damage at levels 6 and 14.
                    +0 / +1 parry at levels 2, 5, 9 and 13.
                    +0 / +1 throw at levels 3, 8 and 12.
                    W.P. Blunt -
                    +1 / +1 strike at levels 3, 6, 9, and 12.
                    +1 / +1 parry at levels 3, 6, 9, and 12.
                    +1 strike when thrown at levels 5, 10, and 15; not designed to throw.[/size]
                    Targeting (Throwing/Missile Weapons) -
                    +1 / +I strike at levels 3, 5, 7, 10 and 13.
                    Characters who select both WP. Targeting and WP. Spear, get the usual bonuses for that W.P., plus a bonus from W.P. Targeting of +I to strike at levels 2, 5 and 10.
                    Rate of Fire: Equal to the character's normal number of hand to hand combat attacks.
                    W.P. Spear:
                    +2 / +1 strike at levels 3, 5, 8, II and 13.
                    from W.P. Targeting +I strike at levels 2, 5 and 10.
                    +1 / +1 parry at levels 3, 5, 8, II and 13.
                    +1 throw at levels 3, 6, 10 and 14.
                    WP Paired Weapons

                    Saving Throw Bonuses
                    Magic (varies):
                    Lethal Poison (14+): +2
                    Non-Lethal Poison (16+): +2
                    Insanity (12+): +1
                    Psionics (varies): +1
                    Horror Factor (varies):
                    Disease: +2
                    Drugs: +2
Last edited by Waylin Cumberbund on Tue May 03, 2022 8:24 am, edited 3 times in total.
Waylin Cumberbund

Re: Waylin Cumberbund WIP

Post by Waylin Cumberbund »

3,000 bucks.

Full set of clothing and traveling equipment, a main weapon, and a computer with a huge library of electronic reference books (pick two specialty topics).

Relatives & Connections:
Part of a secret network of scientists and academics who continue the work of studying, experimenting, publishing, and generally pushing back the dark forces of ignorance.

  • Equipment is as per your Background selection.
  • Items which have stats have their name in bold type.
  • Items which have stats or images are fully listed under Gear Stats.
  • As such, there should be no stats or images above the Gear Stats header.

Allocate your items into the categories listed in green!

Vehicles/Mounts are listed first.

Carried/In Hand

Worn on Person
Traveling leathers
Cumberbund (used sword belt / fancy)

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.
• Attachment: 40 ft long lariat/lasso
• Attachment:
• Attachment:
• Attachment:

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

How to list Credits/Valuables:

Gear Stats
Waylin Cumberbund

Re: Waylin Cumberbund WIP

Post by Waylin Cumberbund »

Background Story
  • Post as a reply to your finalized character sheet.
  • Please include the applicable XP chart for your character at the bottom of this post.
  • Address the questions in this video, and your background is likely to be very solid.
  • Where were you born & what follows from that?
  • Who are/were your parents & what follows from that?
  • Are your parents still alive & what follows from that?
  • What were you doing before you started adventuring & what follows from that?
  • Why did you leave & what follows from that?
  • What did you leave behind & what follows from that?
  • What do you want & what follows from that?
  • Optionally, see also 20 questions to flesh out your character.
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Re: Waylin Cumberbund WIP

Post by Augur »

I deleted the scratch sheet with the crazy dice rolls as requested.
Hit me up via Discord and I can give you a walkthrough on how to post die rolls nice and easy like.
You'll need to post rolls for everything, so you've got some work ahead of you.
My Linktree Page
To help support this site w/o a subscription, use paypal.me/LloydRitchey
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Waylin Cumberbund

Re: Waylin Cumberbund WIP

Post by Waylin Cumberbund »

Roll Attributes
[roll]3d6[/roll]: [6, 3, 3] = 12 [/roll]
[roll]3d6[/roll]: [3, 4, 3] = 10 [/roll]
[roll]3d6[/roll]: [5, 5, 5] = 15 [/roll]
[roll]3d6[/roll]: [1, 1, 1] = 3 [/roll]
[roll]3d6[/roll]: [5, 3, 5] = 13 [/roll]
[roll]3d6[/roll]: [2, 4, 4] = 10 [/roll]
[roll]3d6[/roll]: [6, 5, 3] = 14 [/roll]
[roll]3d6[/roll]: [6, 5, 5] = 16 [/roll]

Attribute Bonuses:
Background: +2 I.Q. and +1 P.P.
Species: +5 I.Q., + I M.E., +3 P.S., and + I P.E.

Outdoorsmanship - +2d6 SDC = [roll]2d6[/roll]: [6, 6] = 12 [/roll]
Physical Labor - +2d8 SDC = [roll]2d8[/roll]: [7, 4] = 11 [/roll]
Wrestling - +4d6 SDC = [roll]4d6[/roll]: [4, 2, 2, 5] = 13 [/roll]

Length: 36+ 3d6 inches = [roll]3d6[/roll]: [5, 3, 3] = 11 [/roll]
Weight: 175 + 3D10 pounds = [roll]3d10[/roll]: [5, 8, 7] = 20 [/roll]
HP: [roll]1d6[/roll]: [3] = 3 [/roll]

Nearsightedness - .
[*]Range of Clarity. [roll]1d6[/roll]: [3] = 3 [/roll]
[*]Maximum Range. Roll [Roll]3d6+10[/roll]: [2, 1, 6]+10 = 19 [/roll]

Hold Breath - [roll]2d6+6[/roll]: [1, 6]+6 = 13 [/roll]minutes.
Dice rolls
[roll]3d6[/roll]: [3, 5, 4] = 12
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