Name: John Jackson
Age: 30
Gender: Male
Race: Human, Caucasian
Sex: Male
Appearance: Pale, almost ghostly white skin. Clean-shaven, buzz-cut blonde hair. Deep blue eyes, hidden behind mirror shades; thin, pointed nose, small lips with a cleft chin. Wears loose clothing, usually a plain coloured t-shirt and cargo pants with black sneakers.
Personality: John is very open, willing to offer his opinion on anything, even if it might not be welcome. Prefers to have clear goals before acting, he is used to being used as a weapon: pointed at a target, though given the freedom to choose how to deal with it. Prefers ranged combat, but is able to get up close in a pinch.
Bit of history: He was taken from his parents at a young age to cover his father's gambling debt to a local crime syndicate, acting as a proxy for a shadowy government organisation. This organisation trained him to be an assassin, alongside many other children.
They were treated kindly, but firmly. This instilled John's drive to always be in prime condition.
Level: 3
EXP: 200/300
HP: 49 [Each level adds CON+Level HP]
Init: 9 +1d20 at the start of each combat.
Stats: 0/18 points to spend (Stat cap of 4+Level. +4 Points every level.)
Constitution: 5 + 1
Dexterity- 7 + 2
Intelligence- 1
Luck- 7 + 1
Resistance- 4 + 4
Strength- 2 + 1
Synergy- 0
Perks: Superior Training: Trained over his life to be the an assassin. +1 Dexterity, Constitution and Srength.
Government contacts: Has gained many government contacts over his career. +5 when dealing with authorities.
Superstitious: John is superstitious. +1 luck for every lucky bauble equipped. If none are equipped, -1 for every stat.
Weapons
Name of Weapon: JJ's Silenced Pistol
Type: Ranged
Effects: Silenced: Weapon makes no noise.
Balanced: +1% increased critical chance per level
Armour-Piercing: Ignores 1/3 of the target's armour value, rounded down.
Base Damage: 1d6
Description: John's favoured pistols. Well-maintained, JJ's initials etched into the grip.
Name of Weapon: JJ's Combat Knife
Type: Melee
Effects: Serrated blade: Causes bleeding, 1d6 damage per turn for 3 turns.
Balanced: Can be equipped with a firearm simultaneously, though not used in the same turn.
Base Damage: 1d4
Description: A shiny and very sharp combat knife. JJ's initials are etched into the handle.
Armour
Name: Leather Jacket
Type: Light
Effects: +1 Dodge per level
Resistance Bonus: +2 RES
Description: Worn leather jacket.
Baubles
Name: JJ's Lucky Coin
Type: Necklace
Effect: +1 luck per level.
Description: Silver dollar worn on a short metal chain. The head is worn, as though someone has rubbed it over a long period of time.
Name: JJ's Sneakers
Type: Shoes
Effect: +1 Dexterity per level.
Description: JJ's custom-made black sneakers.
1. Focus (Ranged) Lv. 2: Takes time to aim for weaknesses. Attacks last in the round, but 20% increase in critical chance.
2. Quick Blade (Passive, Melee): Damage rolls while using a dagger or similar blade use Dexterity rather than Strength
3. Assassinate: Targetted enemy takes 1d6 extra damage, can only attack this enemy for 2 turns.
4. Taunt: Targetted enemy is infuriated, resulting in +1d6 attack damage, but increases damage caused to the target by +1d6 for 2 turns.
5. Dive for Cover: +5 dodge for 2 turns, can't attack for the duration.
6. Nanomachines (passive) Lv. 2: Inexplicably able to maintain lines of communication between himself and other party members, even if separated by time and space. Also heals for 2HP per round of combat - so long as he didn't incur damage in that round - increased immunity to status effects (10%), increased RES (+1 per level) and +1 to initiative rolls.
Inventory: (Where your earned loot and other items go. Anything not equipped or worn goes here.)
Constructive criticism welcome. Kind of a mix between MGS and Hitman, in case anyone is curious.
Be gentle...Edit: added weapon damage and armour bonus
Edit2:
All the credit chit things [18]