Doctor James Macgregor

Name: Professor James MacGregor

Species: Human

Position: Passenger

Skills:

  • Defense: 2
  • Artifice: 5 (THIS SKILL IS IN BETA, SEE MISC.)
  • Foreign Languages: 2
  • Sense Motive: 3
  • Perception: 5
  • Persuasion: 5

Inventory of Possessions:

  • Goggles
  • Grey fingerless gloves
  • Black, worn leather trench coat with metal clasp-style buttons
  • Black dress pants with white pinstripes
  • Brown loafers
  • Light green jumper
  • No.2 HB Pencil
  • Black Fountain Pen
  • Thick, tattered notebook

Inventory of Equipment:

  • PDA
  • Swiss Army Knife

Notable Character Traits:

  • Brainy: James has a high level of knowledge and understanding in many area, scientific and otherwise. He is a fountain of both useful and useless knowledge.

Notable Character Flaws:

  • Blabber Mouth: James has a habit of talking in excess. His machine gun mouth has gotten him into trouble many MANY times, and sometimes inspires rage in people.

History (Optional):

Prof. James MacGregor (called Professor by crew members of the last ship, on account of him being the only real PhD scientist aboard), from the New Scottish Republic of Earth III, was the chief scientist aboard the ill-fated, independant research vessel Homefront. The final project of the vessel was to investigate a brand new element discovered in the atmosphere of a gas giant's moon. The mission went wrong and the Homefront was attacked by a Nightmare Ship. James, having the strongest mind, managed to out live his crew, by hiding aboard the Nightmare Ship. The crew of the Razorwing-I saved James, and he later left the ship on Earth-I, taking Hawke's advice to go see Europe.

Misc.

Artifice Skill: This skill is rather different skill. The skill is dependent on 2 rolls as opposed to a single roll. The skill, by definition, allows the user to combine multiple items and build a useful device…much like MacGyver. The skill also takes two turns to use. On the first turn, a regular skill check (xd6) is rolled, this determines if the device is crafted. Then 1d100 is rolled, and the following chart is consulted:

  • 1-24: Failure - the crafted device fails to work.
  • 25-49: Less than Expected - the device fails slightly, preforming an action half as big as intended.
  • 50-74: Meets Expectations - the device does what it's supposed to do.
  • 75-100: Above Expectations - the device does DOUBLE what is expected of it.
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