Doctor White (Promethean Phase Adept)

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Dr. White
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Doctor White (Promethean Phase Adept)

Post by Dr. White »

Player Name: Brian
Link to Ledger: https://www.pbprpg.org/forums/viewtopic ... 15#p161215

Character Name: Chizn Mek’barra
Alias: Doctor White
Race: Promethean
O.C.C.: Phase Adept
Alignment: Aberrant
XP Level: 6
XP Points:38,151 (Updated by Mr Rogers 01OCT23)
Next Level @ XP: 42,001
Sentiments/Non-Humans: Ooooo! Let’s see what you’re made of!
Disposition: Schemer/Dreamer. Always looking ahead, never in the present, and dislikes the past.
Insanity: Psychosis- Fascination with death in all its forms.
Neurosis- Psycho-reliance (on his digital recorder and lab notes).
Psychosis- Become a doctor (as opposed to a psychiatrist).

ATTRIBUTES
I.Q.: 22 (+8%)
M.E.: 19 (+2)
M.A.: 18 (50%)
P.S.: 33 (SN)
P.P.: 17 (+1)
P.E.: 26 (+22%/+6) (SN)
P.B.: 8
Speed: 25 (17.5 MPH)

PHYSICAL DATA
P.P.E.: 60
I.S.P.: 494 (+15/level)
H.P.: 166 (+2d6/level)
S.D.C.: 408
Age: 47
Sex: Male
Height: 8 feet
Weight: 400 pounds
Description: Chizn likes to blend into the background- not always an easy prospect for a Promethean, but he's used to being quiet and unobtrusive. He has a harder time restraining himself, however, if he's excited- especially if it's about some medical or scientific discovery.

Racial Abilities
Doesn’t breathe air
Immune to radiation, normal heat/fire/cold, gases, and disease
Can see in total darkness and has eagle-like vision
Phased bodies: MD attacks from any source are converted to SDC, SDC attacks do half damage.
Phase teleportation: Requires one melee round of concentration. Range is one mile per level, 70% chance of success (+4%/level). Passengers, vehicles, and large amounts of equipment cannot be teleported.
Sense dimensional anomalies: Automatically detects rifts, dimensional envelopes and pockets, four- and two-dimensional beings, astral travelers, and invisible energy essence of alien intelligences and entities. Range is one mile or line of sight, whichever is less.
Ley line phasing: Requires 1d4 melees of concentration.
Phase-tech weapons do double damage

Natural Abilities
Perception: 75% (+3%/level)
Invoke Trust/Intimidate: 50%
Max. Encumbrance: 400lbs
Max. Carrying Weight: 1650lbs
Max. Lifting Weight: 3300lbs
Max. Jumping Ability: 61.5ft length (+2/level) and 27ft height (+0.5/level)

Special Abilities
Magical Resistance: Can negate any spell that directly targets the adept for 5 ISP per spell. Spells that create energies and magical weapons are unaffected.

Psionics
Master psychic

Empathy (4)
Telepathy (4)
Total recall (2)
Mind block auto-defense (0)
Sixth sense (2)
Psychic diagnosis (4)
Psychic surgery (14)
Bio-regeneration (6)
Suppress fear (8)
Object read (6+)
Psionic seeking (6)
Extended presence sense (8)

Mind bond (10)
Hypnotic suggestion (6)
Bio-manipulation (10)
Telemechanics (10)
Telekinetic Force field (30)
Empathic transmission (6)
Telemechanic mental operation (12)

Phase powers
Anti-phase (30)
D-shift distance (20)
D-shift ghost (50)
Dimensional leap (10)
Fast draw (4-80)
Multi-phase (20/duplicate)
Phase blast (15/25)
Phase field (25)
Phase warp: Confuse (20)
Phase warp: Displacement (25)
Spatial distortion: Self (15)

O.C.C. Skills
Language and Literacy: Promethean ☞ 112%(+1%)
Language and Literacy: Trade Two ☞ 124%(+3%)
Language: Trade 4 ☞ 95%(+3%)
Language: Trade 5 ☞ 95%(+3%)
Basic math ☞ 98%(+5%)
Advanced math ☞ 98%(+5%)
Galactic Lore ☞ 68%(+5%)
Pilot: Small Spacecraft ☞ 108%(+3%)
Pilot: Robots and Powered Armor ☞ 97%(+3%)
RPA Combat: Basic
Prowl ☞ 78%(+5%)
Detect Ambush ☞ 88%(+5%)
WP Sword
WP Energy Pistol
WP Energy Rifle
HtH: Martial Arts

O.C.C. Related Skills
Paramedic ☞ 88%(+5%)
Boxing
Acrobatics
--Sense of Balance ☞ 103% (+5%)
--Walk Tightrope/High Wire ☞ 91% (+3%)
--Climb rope ☞ 105% (+2%)
--Back Flip ☞ 103% (+5%)
--Basic climb ability ☞ 40%

Biology ☞ 68%(+5%)
Xenology ☞ 68%(+5%)
RPA Combat: Elite (Power Armor- Ground)
[EP] Pathology ☞ 63%(+5%)
[EP] Chemistry ☞ 53%(+5%)
[EP] Medical Doctor ☞ 83/73%(+5%)
Zero-G Movement ☞ 100% (+5%; selected at 4th level)
RPA Combat: Elite (Power Armor- Flying) (Selected at 4th level)

Secondary Skills
Computer operation ☞ 78%(+5%)
WP Knife
Appraise goods ☞ 63%(+5%)
Lore: Magic ☞ 63%(+5%)
--Recognize magic symbols, runes, and circles ☞ 53% (+5%)
--Recognize enchantment ☞ 48% (+5%)

Radio: Basic ☞ 73%(+5%, selected at 3rd level)
Running (selected at 3rd level)
Brewing: Basic ☞ 33%/38% (+5%, selected at 6th level)
Language: Trade 1 ☞ 58% (+3%, selected at 6th level)

Combat Data
HTH Type: Martial Arts
Number of Attacks: 7
Initiative Bonus: +3
Melee Strike Bonus: +3
Parry Bonus: +6
Dodge Bonus: +6
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +3
Other: 5d6 SDC/4d6 MD/1d4x10 MD punch damage, Critical strike on natural 18-20
Body flip/throw, karate, any hand strike/punch, karate-style kick, any foot strike, leap kick (3d8 damage, 2 attacks)
+2 entangle

Robot Combat Data: Basic
Number of Attacks: 8
Initiative Bonus: +3
Melee Strike Bonus: +4
Parry Bonus: +7
Dodge Bonus: +7
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +3

Robot Combat Data: Ground-based PA
Number of Attacks: 10
Initiative Bonus: +3
Melee Strike Bonus: +6
Ranged Strike Bonus: +2
Parry Bonus: +8
Dodge Bonus: +8
Bonus to Roll w/Punch: +8
Bonus to Pull a Punch: +9
Bonus to Disarm: +3

Robot Combat Data: Flying PA
Number of Attacks: 9
Initiative Bonus: +5
Melee Strike Bonus: +5
Ranged Strike Bonus: +2
Parry Bonus: +9
Dodge Bonus: +8 (ground) / +11 (flying or leaping)
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +6
Bonus to Disarm: +2

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

WP Sword (+3 strike, +2 parry, +1 throw)
WP Knife (+2 strike, +3 parry, +3 throw)
WP Energy Pistol (+3 strike)
WP Energy Rifle (+3 strike)

Saving Throw Bonuses
Coma/Death: +22%
Magic (varies): +6
Lethal Poison (14+): +6
Non-Lethal Poison (16+): +6
Insanity (12+): +2
Psionics (10+): +2
Last edited by Dr. White on Wed Feb 21, 2024 2:29 pm, edited 7 times in total.
For SCIENCE!
Force Field: 0/75, Body SDC: 405/408
;
373/495
,
60/60
,
GR-15AR: 0/30 rounds left; NE-4: 8/10 shots left.

+6 initiative, +2 parry, +3 dodge for the first melee after danger occurs; cannot be surprise attacked
,
Eagle-like vision, and can see in total darkness
,
Automatically detects rifts, dimensional envelopes and pockets, four- and two-dimensional beings, astral travelers, and invisible energy essence of alien intelligences and entities. Range is one mile or line of sight, whichever is less.
,
Can negate any spell that directly targets the adept for 5 ISP per spell. Spells that create energies and magical weapons are unaffected.
User avatar
Dr. White
Posts: 126
Joined: Wed Dec 23, 2020 5:30 am

Equipment

Post by Dr. White »

Carried/In Hand
N/A

Worn on Person
GR-15AR Assault Rifle (slung over shoulder when not operating, also attuned via fast draw)
N-F40A Medium Force Field (generator worn at/near belt or somewhere similarly inconspicuous yet within easy reach)
NE-RV04 Ripper Vibro-Sword (attuned to fast draw)
N-F20A Medium Force Field (I assume he can only wear one generator at his belt at a time)


Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Secure Universal Card: 9000 credits
• Attachment: Pocket digital recorder with “lab notes” (attuned to fast draw)
• Attachment: NE-4 Plasma Pistol
• Attachment:

Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Computer chip with audiovisual meditation aids
• Space: Phase-tech first aid kit
• Space: Emergency rations for 1 week
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:

Stored in Vehicle
At the moment, White's cubby is otherwise bare.

Gear Stats

NE-4 Plasma Cartridge Pistol
Image
  • Range: 500'
  • Damage: 1D4x10 M.D.
  • Rate of Fire: Single shots only
  • Payload: 10 NE-003PC "Standard" Plasma Cartridges per magazine
  • Weight: 6 lbs.
  • Features: None
  • Modifiers: Characters with a P.S. of 17 or less are -2 to strike even on an aimed shot; W.P. Energy Pistol
  • Book Reference: p.117, DB2


GR-15AR Assault Rifle
Image
  • Range: 1,000' (2,000' with barrel extension)
  • Damage: 3D4 M.D., 1D4x10 M.D. short burst, 2D4x10 M.D. long burst
  • Rate of Fire: single shots, 3-shot short bursts, or 10-shot long bursts only
  • Payload: 30 shot magazine
  • Weight: 13 lbs., 16 lbs. with sniper attachment
  • Features: multi spectrum scope, barrel extension
  • Modifiers: +3 to strike on aimed or called shots with multi spectrum scope
  • Book Reference: p.126, DB2


NE-RV04 Ripper Vibro-Sword
Image
  • Damage: 3D6 M.D.
  • Payload: 1 hour constant use
  • Weight: 4 lbs.
  • Features: silver coated
  • Modifiers: None
  • Book Reference: p.24, DB8


N-F40A Heavy Force Field
Image
M.D.C. by Location:
  • Force Field: 110

Weight: 15 lbs.
Modifiers: none
Features:
  • 8 hour duration per E-clip

Book Reference: p.122, DB2


N-F20A Medium Force Field
Image
M.D.C. by Location:
  • Force Field: 75
Weight: 10 lbs.
Modifiers: none
Features:
  • 10 hour duration per E-clip
Book Reference: p.122, DB2

NE-AA30 "Space Angel"
Image
M.D.C. by Location:
  • *Wings (2): 75 each
  • *Space Jet Pack (1; back jets): 120
  • *Head: 90
  • *Hands (2): 25 each
  • Arms (2): 75 each
  • Legs (2): 100 each
  • *Head: 250
  • Main Body: 135

* Requires a called shot at -4 to strike
Statistical Data:
Running: 50 mph maximum (10% fatigue)
Leaping: 15' high & 20' across (unassisted and with jet pack removed, increased by 30% with running start), 500' high & 2000' across (thruster assisted). Only 6' high and 6' across with Space Jet attached
Flying: Up to Mach 1.5 in atmosphere (x3 in space)
Underwater: Can swim at 4mph, walk on sea or lake floor @ 25% of running speed, and use Space Jet up to 340 mph. Maximum depth 2 miles.
Class: Combat Power Armor and Multi-Flight System
Crew: One
Dimensions: Adds +4" to height (fits between 5-6'10"), 2' width (11' with wings extended), 3' length with Space Jet attached, 328 pounds + Space Jet is 150 pounds (can be detached)
Physical Strength: Robotic and adds +10 to wearer's P.S.
Cargo: None, only what the wearer can carry
Power System: Nuclear, average life 10 years
Weapon Systems:
Missile Launchers (optional)
  • Range: Mini-missiles are 1 mile, Short-Range Missiles are 5 miles
  • Damage: Any short-range or mini-missile can be used, but standard issue is K-HEX mini (1d4x10 M.D.), short-range missile (2d6x10 M.D.), and plasma (1d6x10 M.D.)
  • Rate of Fire: One at a time or volleys of 2/4/6
  • Payload: 10 mini-missiles or 6 short-range missiles

Features of Note:
  • All standard features common to powered armor (p.271, R:UE)
  • Optical suite: Telescopic sight (2 mile range at 10x), passive nightvision (3000'), thermal-imaging (1500')
  • Advanced HUD Visor: up to 6 different HUD viewing sections without impairing user's vision
  • Integrated Sensor Pad: motion detector and 360' min-radar (10 mile range, x4 in space, 1/2 underwater), provides an additional +3 to initiative, +2 to parry/dodge, +4 to roll, and gives the wearer the chance to dodge all attacks (even behind) provided they are within sensor range
  • Rocket Piloting System: Allows even normal humans to fly with the Space Jet at no penalty
  • Sound Suppression System: muffles jets, allowing for a relatively silent approach and making the suit difficult to detect (maximum speed while engaged is 100mph)

Modifiers: +3 to dodge at 200 mph+, +10% for high-speed and trick maneuvers
Book Reference: p.47-49, DB8
Last edited by Dr. White on Wed Jan 17, 2024 11:34 am, edited 1 time in total.
For SCIENCE!
Force Field: 0/75, Body SDC: 405/408
;
373/495
,
60/60
,
GR-15AR: 0/30 rounds left; NE-4: 8/10 shots left.

+6 initiative, +2 parry, +3 dodge for the first melee after danger occurs; cannot be surprise attacked
,
Eagle-like vision, and can see in total darkness
,
Automatically detects rifts, dimensional envelopes and pockets, four- and two-dimensional beings, astral travelers, and invisible energy essence of alien intelligences and entities. Range is one mile or line of sight, whichever is less.
,
Can negate any spell that directly targets the adept for 5 ISP per spell. Spells that create energies and magical weapons are unaffected.
User avatar
Dr. White
Posts: 126
Joined: Wed Dec 23, 2020 5:30 am

Re: Doctor White (Promethean Phase Adept) - WIP

Post by Dr. White »

When Chizn was only three years old, his mother took him on a trip to visit Center, the great metropolis of Phase World. He loved everything about it- the machines, the exotic people, and all the wonders that three galaxies full of planets could provide. The decision to take that trip would haunt his mother for the rest of her life, and (unfortunately) permanently alter the trajectory of Chizn’s forever.

He never did find out exactly what the beastie was. Presumably, some kind of demon or other supernatural monster. It was definitely a monster, he remembers that- tall (to a child’s perspective, anyway), and chock full of all manner of claws and fangs and other dangerous-looking things. It came through one of the rifts in Gateland, somehow evaded the security measures in place, and went on a brief rampage through Level 2 before the Prometheans were able to kill or subdue it (Chizn never found out about that, either). To most people, the incident was a minor footnote on the Center security blotter at that time. To Chizn, it was a trauma that he still lives with to this day.

In the initial moments of the attack, Gateland was plunged into chaos. People screaming, and fleeing the terror even as the Prometheans struggled to get their forces through the crowd and put the menace down. Someone slammed into Chizn and his mother, separated them. The poor child was terrified- it screamed and cried and couldn’t find his mother. Perhaps the creature was drawn by this screaming- plenty of such things enjoy the tender taste of young flesh (or a young mind). Regardless, it hurdled through the crowd and soon found itself standing over a bawling Promethean infant.

Nobody, not even the official Promethean reports, is quite sure what happened next. Some sort of psychic explosion centered on the monster, likely driven by the premature manifestation of young Chizn’s psychic powers. At least, that was the operating theory. What is known is that when the dust cleared, the monster had fled and Chizn was lying on the ground in a coma. While it didn’t take long for the Prometheans to apprehend the monster after that, it was too late to do Chizn any good.

The Promethean child remained in his coma for three months, devastating bereaved his family. When he came out of it, he seemed different- more withdrawn, more serious. At the time, this was believed to be a perfectly understandable reaction to his trauma, and with time and counseling Chizn was more or less able to return to his former self. Or so they thought.

The reality of Chizn’s situation was more complicated. The psychic explosion had indeed been caused by the unfocused manifestation of his psychic powers. A second, invisible effect had been a mind bond linking Chizn with the monster. The sudden dumping of a lifetime of horrific memories into Chizn’s child brain overwhelmed him; while the memories were all gone something else had been left behind. Something twisted and inhuman- small enough and buried deep enough that even the most skilled psychic healers couldn’t locate and eradicate every trace of it. Eventually, once it was safe, it began to fester and grow. It’s entirely possible the experience had a similar effect on the monster, and it withdrew from Chizn to lick its psychic wounds and recover its equilibrium. It’s also possible that the monster realized what had happened to the young Promethean, and decided that leaving Chizn alive would yield more fun over the long-term. It is an open question whether it could have predicted what Chizn would become.

Chizn’s life went on. Outwardly, he gave little sign of the darkness that had taken root. However, his psychic abilities (raw and untrained though they were) continued to manifest after the incident, and it quickly became clear that Chizn was among the (relatively) few Prometheans possessed of tremendous psychic power. His family was thrilled- not just at his apparent recovery, but at what it had unlocked. They pushed him to join the ranks of the elite phase adepts- a position of prestige and honor for any Promethean. And though Chizn wasn’t terribly interested in that career per se, he did feel a strong pull towards Center. This was as good a way to get there as any.

Several years passed, and Chizn eventually came of age and was shipped off for adept training. His psychic powers continued to blossom, on top of a formidable intellect, and on paper Chizn sailed through his training. In reality, those years were some of the most difficult of the young Promethean’s life. He was bored with his martial training. As he had matured, he had grown increasing isolated from his peers- he had developed a reputation for being eccentric (to put it kindly), and by the time Chizn joined the ranks of the Phase Adepts his fellows widely regarded him as incredibly creepy and best avoided if at all possible. Not that he really minded- Chizn had grown bored with other Prometheans. He was ready to get out into Center and see what else the megaverse had to offer.

And so it was, for a time. Chizn was assigned to work Center security. He came into his full phase adept powers. But he didn’t really rise up the ranks- his unsettling demeanor had not gone unnoticed by his superiors, and it was felt that more responsibility for the young adept might prove more of a curse than a blessing for the powers that be. Years passed. Chizn’s career stagnated, and largely focused on law enforcement and petty crime (such as it is on Phase World). As more of his peers advanced, left him behind, and then quietly shuffled him closer and closer to the back bench he grew even more isolated from his people. His boredom got worse, and Chizn began channeling that into independent studies. He found himself increasingly drawn to the medical field, and made something of a hobby of biology and xenology that slowly began to approximate expertise. Bolstered by his psionic powers, Chizn began to style himself as something of a physician.

Meanwhile- it is a testament to the strange culture and laws of Phase World that ‘back bench’ for phase adepts also included murder investigations. Obviously, one could not run a vast port city and allow killers to openly walk the streets, so particularly when a citizen or longtime resident of Center was killed at least a show of an investigation was required. Many would grow despondent at effectively being reduced to a show pony for the Promethean city state- but Chizn quickly came to love this work. Because he loved examining the bodies.

Using his psychic powers to make up for his lack of forensic training, and his self-taught medical skills, Chizn actually assembled a decent track record for solving these kinds of cases. The results might have been even more impressive, but he frequently lost interest in his cases once the autopsy had been completed. Nonetheless, his superiors took note of this aptitude and, hopeful that they’d finally found a use for the misanthropic Promethean, began assigning him more of that sort of work. Chizn was so dedicated that he began lobbying to take a more active role in investigating the deaths of travelers and transients- non-citizens of Center with whose murders the Prometheans typically did not bother. His superiors were surprised, but did not object.

It was several years before the rest of the adept corps clued in to what really was going on. Chizn was generating an increasing number of bodies himself- aliens from all manner of species, dissected and autopsied with meticulous (some might say obsessive) notes on the subject. He’d turned part of his quarters into a lab of horrors. Only a chance object read on contraband smuggled in by one of the victims revealed the true culprit, prompting an investigation into Chizn followed promptly by his arrest.

Chizn thought it was all over at that point, and though part of him was relieved (even jubilant) at no longer having to maintain the façade, he was mostly irritated at being unable to complete his research. He fully expected a death sentence for his actions. A tribunal was assembled. The Prometheans could not tolerate one of their own- especially one of the elite phase adepts- murdering people in cold blood. Execution was very much on the table, until the second-stagers intervened. They informed the tribunal that Chizn was going to do something that no Promethean had ever done before, and that their species would be better for it. The Promethean could not be executed.

Since no first-stage Promethean would dare countermand one of their evolved brethren, they gave Chizn the harshest penalty they could without killing him. Expulsion from the ranks of phase adepts, and banishment from all of Phase World save for Center itself. Chizn could not believe his good luck when he found out. He was informed of his sentence, released, and sent out into Center to find his own way, and do whatever it was the second-stagers thought he was going to do. He couldn’t keep the crazed grin from his face, and anyone who saw it promptly crossed the street.

Chizn spent weeks thinking about the second-stagers' words. He concluded that they expected him to return some sort of knowledge or experience to his people- but what? It must be somewhere out there. No doubt suited to his interests and talents. That settled it, then. He would see the worlds, and learn all he could about their inhabitants, in the name of science! He invested in some minor medical equipment, and a digital recorder for his lab notes. Deciding his name was so alien that it might prompt discomfort in his subjects (and either oblivious to or uncaring of the other aspects of his demeanor that others might find disconcerting), he adopted the alias “Dr. White,” reasoning that such a simple name (and fun pun on his coloration) would endear his subjects to him. At least, long enough to get the knowledge he wanted. Quickly realizing that his old stomping grounds on Center, and the watchful eyes of the Prometheans, were ill-suited to this line of work, White began looking for a ship on which he could serve as crew.
For SCIENCE!
Force Field: 0/75, Body SDC: 405/408
;
373/495
,
60/60
,
GR-15AR: 0/30 rounds left; NE-4: 8/10 shots left.

+6 initiative, +2 parry, +3 dodge for the first melee after danger occurs; cannot be surprise attacked
,
Eagle-like vision, and can see in total darkness
,
Automatically detects rifts, dimensional envelopes and pockets, four- and two-dimensional beings, astral travelers, and invisible energy essence of alien intelligences and entities. Range is one mile or line of sight, whichever is less.
,
Can negate any spell that directly targets the adept for 5 ISP per spell. Spells that create energies and magical weapons are unaffected.
User avatar
Dr. White
Posts: 126
Joined: Wed Dec 23, 2020 5:30 am

Conditions + XP Table

Post by Dr. White »

As of level 6:

Code: Select all

[inline=Spatial Distortion - Self]6m00s, DB2P.35, most attacks -4 to strike, increase spd to 250[/inline]
[inline=D-Shift Ghost]6m00s, DB2P.33, invisible and insubstantial, spd is 4, cannot be affected by anything in three dimensions, can only be stopped by force fields, phase fields, and magical barriers.[/inline]
[inline=Empathy]12m00s, RUEP.172, 100-foot area, can sense but not pinpoint hidden individuals.[/inline]
[inline=Phase Field]6m00s, DB2P.34, non-magical attacks have damage divided by 10, does not affect phase blasts or punches/kicks.[/inline]
[inline=Suppress Fear]6m00s, RUEP.166, automatically succeeds all saves vs. HF including magic.[/inline]
[inline=Telemechanics]22m00s, RUEP.183, 80% expertise[/inline]
[inline=Telepathy]12m00s, RUEP.177, 60ft. to read 340ft. to communicate with another telepath. Conditional save, requires line of sight.[/inline]
[inline=Extended Presence Sense]12m00s, R25P.77, 74% skill to pinpoint number and location or all presences within 50ft.[/inline]
[inline=Telemechanic Mental Operation]3m00s, RUEP.184, 50ft range, -1APM and -5% skills to maintain control.[/inline]
Experience Table
Level 4: 11001-21000
Level 5: 21001-32000
Level 6: 32001-42000
Level 7: 42001-62000
Level 8: 62001-90000
Level 9: 90001-120000
Level 10: 120001-170000
Level 11: 170001-220000
Level 12: 220001-290000
Level 13: 290001-400000
Level 14: 400001-500000
Level 15: 500001-700000
For SCIENCE!
Force Field: 0/75, Body SDC: 405/408
;
373/495
,
60/60
,
GR-15AR: 0/30 rounds left; NE-4: 8/10 shots left.

+6 initiative, +2 parry, +3 dodge for the first melee after danger occurs; cannot be surprise attacked
,
Eagle-like vision, and can see in total darkness
,
Automatically detects rifts, dimensional envelopes and pockets, four- and two-dimensional beings, astral travelers, and invisible energy essence of alien intelligences and entities. Range is one mile or line of sight, whichever is less.
,
Can negate any spell that directly targets the adept for 5 ISP per spell. Spells that create energies and magical weapons are unaffected.
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