Argent S. Goldstien

Player Name

Hankolijo

Name

Argent Samuel Goldstien

Power

{A character’s power is unique to that character. Most often it’s one or two things that a character is particularly good at in a way that might set them apart from others, and is represented mechanically as a +3 bonus to one of two skills, activated by the expenditure of an Action Point, but a Power can also be something a little more exotic or nonstandard. You'll need to work with a GM on this particular section. Feel free to get the rest of your page filled out. It may be easier to come up with an idea for this once you have your character rounded out, and a solid background put together.}

It's basic programming, dude: Argent spent quite some time as a programmer and computer expert, meaning that if it comes down to sheer technological skill he can pull something off via simple code. For 1 AP he gains +3 to an electronics roll.

Aspects

It's also a gun… If you squint: Argent spent quite some time during his teenage years cosplaying and making attempts at recreating fictional weapons, usually resulting in moderate success. Having such experience, Argent does a decent job at constructing items of sorts.
What was that?: Due to his first encounter with an anomaly, Argent has become somewhat paranoid towards noises and movement that's origin is unknown to him. If he hears the tiniest unidentified sound, he'll most likely make an attempt to rush off and investigate it.
Oh. This makes sense: Argent has spent years indulging himself in fictional universes, secretly believing in the existence of some. Now that he's a part of the Foundation and he knows that they, well… exist, he's not one to be easily surprised by whatever it is they encounter in the pool.

Skills

Physical Skills

  • Agility: 2
  • Strength: 2
  • Perception: 3

Social Skills

  • Persuasion: 1
  • Intimidation: 1

Technical Skills

  • Engineering: 3
  • Electronics: 4
  • Survival: 1

Offensive Skills

  • Ranged Combat: 1
  • Melee Combat: 3

Defensive Skills

  • Physical Defense: 3
  • Mental Defense: 2
  • Body: 8
  • Mind: 7
  • Action Points: 3
  • Load Limit: 8
  • Current Load: ?
  • XP Held: 0
  • XP Used: 0

Equipment

  • [Item] | [XP Cost] | [Effect]

Possessions

Possessions are organized by two sections:

Load:

  • Leather belt.
    • 9mm ammo
    • Flashlight
    • Pliers
    • Screwdriver
    • Wirecutters
    • Wrench
    • Tape
    • Wire
    • Pouch
      • Nuts & Bolts
      • Coins
  • Right leg holster
    • Colt Defender O7002D
  • Left leg holster
    • Welding tool
  • Pockets
    • Custom-decal PDA
    • Radio
    • A basic USB drive
  • Fingerless gloves
  • Basic goggles

Load is what a character takes with them on a run.

Other:

Possessions left in the character's room, such as fluff, may be listed here.

  • Team RWBY poster.
  • A plastic 'Tower of Pimps'
  • A collection of RvB DVD's.
  • A laptop covered in RT stickers.
  • A not-so-neatly-organized toolbox.
  • A small photo album.

Personal History

Miscellaneous

Do recall you must review artistic ability and education with the GM!

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