Jonathan Jones

Player: Your name, not the character's

Position: The key idea for your character in less than four words

Demeanor: What impression your character gives at first glance

Nature: What your character is actually like as people get to know them. What are their goals, ideals, and flaws.

Description: What your character looks like.


Characters have 15 points to spend. It costs one point to buy a rank in a stat, or to be trained in a skill. Trained skills are indicated with bold.

  • Physical Health: 16
  • Mental Health: 16
  • Strength: 2
    • Athletics
    • Melee
    • Ranged (heavy)
  • Toughness: 3
    • Resilience
    • Determination
    • Antipsychic
  • Speed: 1
    • Acrobatics
    • Stealth
    • Ranged
  • Charm:
    • Persuasion
    • Bluff
    • Intimidation
  • Intelligence:
    • Perception
    • Insight
    • Logic
  • Education:
    • Science
    • Engineering
    • History
    • Survival
    • Medicine

You have eight points to distribute among as many or as few specialty skills as you see fit (but at least three is almost always warranted). Remember to explain what each specialty entails.

  • I AM THE HYPE: 4. Jonathan's main thing in the ring as a heel is going into an excited hyped up state, known as a rage and becoming an unstoppable juggernaut. Once activated, he can use his rage for spec points+resilience number of rounds per run/event. During this time, Jonathan gains +2 to strength and melee damage rolls, and +2 to his resilience. During this time, Jon takes a -2 to rolls to avoid attacks; he cannot use his resilience boost from rage to avoid attacks (debuffs and status effects are excluded from this). At the end of Jon's rage, he is fatigued for a twice the number of rounds he spent raging. During this period of fatigue, he takes -2 to all attack and defense rolls. While fatigued, he cannot go back into rage and automatically goes out of his rage if he falls unconscious.
  • Brutality: 2. In accordance to his his berserker nature, Jonathan puts all his effort in a single blow that takes a lot of his energy and may backfire if it misses. Before the attack roll is made, Jonathan can choose to spend a round of rage, and if the attack hits, he can add half his current resilience modifier to the attack. He can use this ability even if he's not raging.
  • Beat a MOFO with another MOFO: 1. Tag teams are the worst. It's much better when you use their own ally against them. On the turn after a successful check to grapple an enemy, Jonathan can use his grappled target as a heavy melee or thrown heavy ranged weapon. On a successful hit, both the target and the 'weapon' take heavy weapon damage. If used as a melee weapon, the 'weapon' can forgo their escape attempt and instead do damage as a medium weapon to themselves and the one their hitting. The 'weapon' can also make an acrobatics roll while doing this contested by Jon's athletics roll. If they succeed, they instead do damage as a light weapon and Jonathan doesn't gain the light weapon bonus to the attack. If used as a ranged weapon, the person being grappled can make an actobatics check against Jonathan's original heavy ranged roll. On a success, they don't take damage from being thrown, and land on a spot behind the original target (or beside if there's something preventing them from landing behind them)
  • Legendary Presence: 1. After watching somebody knock your ally out with such force or use them as a weapon against you, it's hard not to be concerned. It's even worse if they seem to be enjoying it. Upon Jonathan knocking somebody out or perform a dynamic entrance (breaking down a door during a breach, jumping down from somewhere high, etc, mostly DM fiat), he can make a free int8midate check vs the determination of all enemies that can see him. During this time, determination is considered a strength and charm skill. Those who fail their rolls take a -1 penalty to attack and defense rolls against Jonathan. If the enemy is immune to fear, they're also immune to this effect.


What your character brings with them on a normal day when out adventuring.


Things your character has at home or their base of operations.

Personal History:

The big points of what your character's life has been like from birth to the time the game starts.


Any other information you think would be interesting. Any sections you wish to add to your character sheet (inter-character relationships, pictures, achievements, etc.) go here.


Stuff you get from playing. To start off with, pick ONE piece of loot that matches your character's MTF from the very end of the unlockable equipment page.


Connections your character has made that they can call on.


Additional training your character has acquired.

Missions | Equip Points: 0

Run Name Points Given/Loot Gained Date
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