Gilbert Martin

Player Name

Vorcha

Name

Gilbert C. Martin

Concept

Pretty much hobo male Elizabeth DeWitt

Power

Tear it a new one: Gilbert can open rifts to alternate timelines, his power is unstable and his ability to use it under pressure is not the greatest. The dangers and benefits of attempting it go hand in hand with the amount of energy he exerts (AP) to try and open one. What happens when he creates the rift is temporary and depends on a dice roll.

1 AP rolls :

  1. A small weapon
  2. An event from another timeline is pulled through, an example would be one where in the original timeline an ally was injured, but in the alternate he was not.
  3. An event that changes the result of a roll can be stored, all -'s are negated in that roll
  4. Nothing
  5. Nothing
  6. Nothing

2 AP rolls :

  1. A better weapon that gives +1 to its respective stat
  2. An injury can be faded away, giving a +1 to body, can be stored
  3. A roll changing event can be stored
  4. Nothing
  5. Nothing
  6. An enemy's next roll is changed, all -'s are negated

3 AP rolls :

  1. The same as rolling a better weapon at 2 AP
  2. An injury can be faded away, or an ally can be prevented from taking fatal damage
  3. An event that more drastically changes the scene can happen, example ; an enemy winning a defense roll could be made to fail, or an enemy that failed a defense roll can suffer a penalty the next roll
  4. An enemy can be healed by one point
  5. An enemy can be healed by two points
  6. Gilbert takes a point of mental damage and receives a -1 penalty to his next roll, any mental defense roll will have 2 subtracted from its final result.

Any stored roll will be erased if another roll is made, the same for any weapons.

Aspects

Aspect 1: Give its name, and a brief description.
Aspect 2:
Aspect 3:

Skills

  • Athletics: 3 (Good)
  • Perception: 4 (Great)
  • Ranged Weapons: 4 (Great)
  • Melee Weapons: 3 (Good)
  • Physical Defense: 3 (Good)
  • Mental Defense: 3 (Good)
  • Body: 3 (Good)
  • Mind: 3 (Good)
  • Action Points: 3
  • Load Limit: 6
  • XP Held: 0
  • XP Used: 0

Talents

  • Complaining: 2 (Fair)
  • Gardening: 2 (Fair)

Only include the skills you have points in - erase the rest. Everyone starts with 3 Action points, unless told otherwise by a GM. You cannot put points into XP, so don't even try.

Possessions

Things that belong to your character. If you ever plan to use it, even in a "fluff" capacity, list it here. Use the collapsible tag if it starts to get too long.

  • .222 Winchester Model 70 with 2-7x scope
  • P2000 HK pistol
  • Hunting Knife

Personal History

Gilbert had a fairly average life before The Event, coming from a small family that loved to hunt, afterwards however he found himself wandering around without a home. When he had first woken up after The Event he saw everybody and every thing constantly shifting between broken/dead and living/intact states. When he accidentally came in contact with one of the objects he passed out, when he woke up every person and object that was flashing had disappeared, and he could see strange rifts everywhere.

He's been wandering on his own since, trying to avoid areas that were heavy with rifts, because the only thing he's seen scary than the people outside of the rifts are the things than can come through them.

Miscellaneous

He has white skin, brown eyes and short, curly brown hair. He has a small nose. He is 6' 1" and has a medium build. His clothes are usually quite dirty. Fairly average looking.

Usually wearing a faded brown coat.

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