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- Sum of All Fears
- Dimension Master
- Posts: 376
- Joined: Mon Apr 27, 2020 2:24 pm
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BattleTech DM / Chaos Earth DM / Megaversal Arena Coordinator
"Any problem can be solved with the judicious application of high explosives."
Other Accounts: Wolf Whitaker (Roughnecks); Keiko (H4H); Talon (PW: GA); Lynch (Spooks)
"Any problem can be solved with the judicious application of high explosives."
Other Accounts: Wolf Whitaker (Roughnecks); Keiko (H4H); Talon (PW: GA); Lynch (Spooks)
Re: Registration!!!
Pending Conversion
Player Name: Chris Clemens
Hangouts Handle: Chris Clemens
Ledger
Character Name: Ajax the Telemonian 5th of His Name
Power Category: Godling
Alias: Guardian
Occupation: TBD
Alignment: Principled
XP Level: 3
XP Points: 13,176 (Updated 6/3/2023 by CHIMERA)
Next Level @ XP:20,001
Birth Order/Family Ties: First Born
Land of Origin: Olympus: Aquatic World
Childhood Environment: City - Medium (Telemon on Olympus)
Social/Economic Background: TBD
When Extraordinary Abilities First Manifested: After finding himself in the underworld his judgement was left to combat. Once completed he was granted a boon of becoming a Godling in order to become a guardian of Earth and its denizens.
Disposition: Nice guy, friendly, courteous and hospitable.
Insanity:
I.Q.: 14
M.E.: 21
M.A.: 18
P.S.: 100 SN (121 SN)
P.P.: 21
P.E.: 38
P.B.: 29
Speed: 54 (37 mph) Ground / 293 (200 mph) Flight (27 (20 mph) Ground / 147 (100 mph) Flight)
PHYSICAL DATA (APS: Silver)
MDC: 1,140* (790*) *includes +15 M.D.C. from Talisman of Marduk
PPE: 70
Natural A.R.: 14 (16)
HF: 16
Age: 24 (1154)
Sex: Male
Height: 7’
Weight: 250 lbs. (1,250 lbs.)
Description: Large Man Appears to have Mediterranean Features with Black Hair and Beard Trimmed Neatly
NATURAL ABILITIES (APS: Silver)
Protogenoi (Primordial God)
Andros Argyros (Silver Man)
ACHILLES HEEL
Katara Haephaestou (Curse of Haephaestus)
EDUCATION LEVEL:
Military Specialist
Basic Skills
Military Program (Basic)
Number of Attacks: 9
Initiative Bonus: +12
Strike Bonus: +6
Parry Bonus: +11 (+14)
Dodge Bonus: +12 | +14 Flying <80 mph / +16 Flying > 80 mph
Automatic Dodge: +8
Disarm Bonus: +2
HTH Damage Bonus: +85 | +4-40 Flying (+106 | +4-20 Flying)
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +10
Other:
Supernatural PS Damage
Restrained Melee Strike: 1d6 M.D. (1d6 M.D.)
Regular Melee Strike: 1d6x10+40 M.D. (1d6x10+61 M.D.)
Power Melee Strike: 2d6x10+40 M.D. (2d6x10+61 M.D.) - 2 Actions
If declared killing blow on the dice of 16-20
Weapon Proficiencies
W.P. Spear (rifle equipped with bayonet falls into this category, as do tridents)
Coma/Death: +54%
Toxins (15+): +8
Magic (varies): +13 (Includes +1 from Talisman of Marduk$
Lethal Poison (14+): +8
Non-Lethal Poison (16+): +8
Insanity (12+): +3
Psionics (15+): +3
Horror Factor: +18
Possession: +9
APS:Silver
Gear Stats
Talisman of Marduk (Patron Item)
Powers
Godly Health: Even with the merest fraction of power from the Tablets of Destiny the talisman enhances the health of its wearer
Magical Resistance: The Talisman protects it's wearer from harmful magical effects
Voice of Kings: The wearer is able to speak any language even if only for a brief while and limited times per day
Sight of Destiny: The wearer is able to peer into the depths of time and space to view events as they happen
Omega Suit v3.1.7
Alpha:
Bravo:
Charlie:
S.D.C. by Location:
Weight: 6 lbs
Modifiers:
Features:
Player Name: Chris Clemens
Hangouts Handle: Chris Clemens
Ledger
Character Name: Ajax the Telemonian 5th of His Name
Power Category: Godling
Alias: Guardian
Occupation: TBD
Alignment: Principled
XP Level: 3
XP Points: 13,176 (Updated 6/3/2023 by CHIMERA)
Next Level @ XP:20,001
Birth Order/Family Ties: First Born
Land of Origin: Olympus: Aquatic World
Childhood Environment: City - Medium (Telemon on Olympus)
Social/Economic Background: TBD
When Extraordinary Abilities First Manifested: After finding himself in the underworld his judgement was left to combat. Once completed he was granted a boon of becoming a Godling in order to become a guardian of Earth and its denizens.
Disposition: Nice guy, friendly, courteous and hospitable.
Insanity:
- Quirk - Radical Honesty: Not an insanity per say, but a quirk. On Olympus Ajax was destined to be the Lord of Telemon. His family had ruled since the city's founding. He was the first son and normally he would inherit the role. However on Olympus he was considered a bit odd. First he wants to be liked by everyone and is a total "boyscout" but he is also completely utterly and radically honest. He does not lie. Never. Not even to be nice. He is the guy that tells someone their baby is ugly. He has difficulty understanding why when he is honest some people get upset with him. Unbeknownst to him, his brother Telemachus, pulled considerable strings to make sure he was selected for the mission. Even went so far as to convince him to volunteer. In Telemachus's mind he loved his brother and really didn't desire power, but felt if left to rule Telemon, Ajax would have caused a war, simply because he would turn an exchange of pleasantries into a brutal and cold analysis of the situation that would enflame passions of everyone present. For the sake of this Quirk, he doesn't see the name Guardian as a deception, it is a call sign.
- Quirk - No One Left Behind: Ajax will change priority to a fallen ally. If an ally falls, he will drop all other objectives to saving them. He will also drop everything to help an ally in the process of falling.
- Quirk - Evacuate the Area: Ajax will always make sure the area is clear of bystanders before engaging in a fight. If that isn’t an option he will prioritize their safety placing himself between them and a potential threat.
I.Q.: 14
M.E.: 21
M.A.: 18
P.S.: 100 SN (121 SN)
P.P.: 21
P.E.: 38
P.B.: 29
Speed: 54 (37 mph) Ground / 293 (200 mph) Flight (27 (20 mph) Ground / 147 (100 mph) Flight)
PHYSICAL DATA (APS: Silver)
MDC: 1,140* (790*) *includes +15 M.D.C. from Talisman of Marduk
PPE: 70
Natural A.R.: 14 (16)
HF: 16
Age: 24 (1154)
Sex: Male
Height: 7’
Weight: 250 lbs. (1,250 lbs.)
Description: Large Man Appears to have Mediterranean Features with Black Hair and Beard Trimmed Neatly
NATURAL ABILITIES (APS: Silver)
- Perception: 36% (+3%)
- Charm/Impress: 90%
- Invoke Trust/Intimidate: 50%
- Max. Encumbrance: 250 lbs.(1,250 lbs.)
- Max. Carrying Weight: 30,000 lbs. (36,300 lbs.)
- Max. Lifting Weight: 50,000 lbs. (60,500lbs.)
- Max. Jumping Ability: Horizontal: 138’ (170’), Vertical: 69’ (85’)
Protogenoi (Primordial God)
Andros Argyros (Silver Man)
ACHILLES HEEL
Katara Haephaestou (Curse of Haephaestus)
EDUCATION LEVEL:
Military Specialist
Basic Skills
- Pilot: Automobile 64% (+2%)
- Mathematics: Basic 55% (+5%)
- Language: Native Language (Greek) 90% (+1%)
- Literacy: Native Language (Greek) 50% (+5%)
Military Program (Basic)
- Climbing/Rappelling 40/30% (+5%)
- Military Etiquette 65% (+5%)
- Radio: Basic 75% (+5%)
- Running
- Detect Ambush 55% (+5%)
- Hand to Hand: Martial Arts
- Intelligence 55% (+4%)
- Interrogation 55% (+5%)
- Tracking: People 50% (+5%)
- Wilderness Survival 55% (+5%)
- Acrobatics
- Walk Tightrope or High Wire 81% (+3%)
- Climb Rope 89% (+2%)
- Back Flip 75% (+5%)
- Gymnastics
- Sense of Balance 71% (+3%)
- Work Parallel Bars & Rings 81% (+3%)
- Boxing
- Wrestling
- WP Energy Pistol
- WP Energy Rifle
- WP Handguns
- WP Rifle
- WP Shield
- WP Spear
- WP Targeting
- Athletics
- Body Building & Weight Lifting
- Forced March
- Language: Other (English) 56% (+3%)
- Literacy: Other 40% (English) (+5%)
- Lore: Demons & Monsters 40% (+5%)
- Prowl 55% (+5%)
- Swimming 60% (+5%)
Number of Attacks: 9
Initiative Bonus: +12
Strike Bonus: +6
Parry Bonus: +11 (+14)
Dodge Bonus: +12 | +14 Flying <80 mph / +16 Flying > 80 mph
Automatic Dodge: +8
Disarm Bonus: +2
HTH Damage Bonus: +85 | +4-40 Flying (+106 | +4-20 Flying)
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +10
Other:
Supernatural PS Damage
Restrained Melee Strike: 1d6 M.D. (1d6 M.D.)
Regular Melee Strike: 1d6x10+40 M.D. (1d6x10+61 M.D.)
Power Melee Strike: 2d6x10+40 M.D. (2d6x10+61 M.D.) - 2 Actions
- Backhand Strike
- Punch
- Karate Strike/Punch
- Elbow/Forearm
- Power Punch
- Body Flip
- Kick
- Power Kick - Counts as Two Actions
- Karate style Kick
- Round House Kick
- Axe Kick
- Backward Sweep
- Tripping/Leg Hook
- Body Block/Tackle [/b]Opponent must dodge or parry to avoid being knocked down (lose one melee attack if knocked down).
- Crush/Squeeze
- Pin/incapacitate on a roll of 18, 19, or 20.
- Skilled boxers will automatically knock out opponents on a roll of a natural twenty when fighting with their fists. The victim of a knockout will remain unconscious for 1d6 melees. Characters with superhuman strength or tough bodies are only stunned instead of rendered unconscious (-4 to strike, parry, and dodge). Unlike normal knock out/stun, the player does not have to announce that he is trying to knockout his opponent before making a roll to strike.
If declared killing blow on the dice of 16-20
Weapon Proficiencies
W.P. Spear (rifle equipped with bayonet falls into this category, as do tridents)
- +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 3, 6, 10, and 14. Maximum throwing range: 150 feet
- +1 to Parry at levels 1, 3, 7, 10, and 13. +1 to strike with shield at levels 4, 8, and 12. Cannot be thrown.
- +1 to strike at levels, 1, 3, 7, and 10. If you have W.P. Targeting AND another missile W.P. (but not weapons not designed for throwing), then you may combine the bonuses from both proficiencies.
- +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
- +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.
- +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.
- +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
Coma/Death: +54%
Toxins (15+): +8
Magic (varies): +13 (Includes +1 from Talisman of Marduk$
Lethal Poison (14+): +8
Non-Lethal Poison (16+): +8
Insanity (12+): +3
Psionics (15+): +3
Horror Factor: +18
Possession: +9
- The character is impervious to Electricity.
- The character only takes half damage from all other forms of energy, including sonic blasts/sonic shock waves, fire, heat and radiation.
- The superbeing can cause his eyes, hands, or similar parts to glow, providing up to 60 watts of light, the equivalent of a desk lamp.
APS:Silver
- Normal fire and heat does no damage. Magic fire and fire from super abilities inflict half damage.
- The character is also impervious to cold and cold based attacks, and can survive water pressure at a depth of 2,000 feet.
- Silver reflects light very easily and, as a result, the character takes half damage from lasers and similar light based attacks.
Gear Stats
Talisman of Marduk (Patron Item)
Powers
Godly Health: Even with the merest fraction of power from the Tablets of Destiny the talisman enhances the health of its wearer
- +30 S.D.C. or +15 M.D.C., as appropriate
Magical Resistance: The Talisman protects it's wearer from harmful magical effects
- +1 to save vs. magic
Voice of Kings: The wearer is able to speak any language even if only for a brief while and limited times per day
- Tongues 3/day (per invocation at 5th level proficiency)
Sight of Destiny: The wearer is able to peer into the depths of time and space to view events as they happen
- Oracle 3/day (per invocation at 5th level proficiency)
Omega Suit v3.1.7
Alpha:
Bravo:
Charlie:
S.D.C. by Location:
- Arms: 90 each
- Legs: 100 each
- Main Body: 250
- *Body Camera: 15
Weight: 6 lbs
Modifiers:
- AR: 17
- *Body Camera (-2 to strike via aimed shot only)
Features:
- Hyper-mimetic alloy fibers change size and molecular composition to fit wearer regardless of APS powers, shape or size changes.
- Built-in short range encrypted radio transceiver (Omega freq only).
- Built-in RFID transponder for C.S.P.D. verifies wearer is a Centurion to all C.S.P.D. and their precise GPS location within 20'
- Body Camera located in center of chest.
- Anti-Tamper system
- Calvin_Wallace
- Posts: 137
- Joined: Thu May 18, 2023 6:54 pm
Re: Registration!!!
Player Name: Bert
G-Mail: lifeismeals@gmail.com
Discord:
Link to Ledger: viewtopic.php?p=1394118#p1394118
Character Name: Calvin Wallace
Alias: Sun WuFan
Race: Demi God Golden Haired Chimpanzee
O.C.C.: Mystic Knight, Order of the White Rose. MadHaven, P. 27
Alignment: Scrupulous
XP Level: 3
XP Points: 4,936 (Updated 6/3/2023 by G_D)
Next Level @ XP: 9,201
Sentiments/Non-Humans: Virtue makes the individal
Sentiments/Coalition: These people were raised poorly.
Disposition: Easy going, laid back. Has a strong moral compass but understands how to read a room.
Insanity: None.
ATTRIBUTES
I.Q.: 11
M.E.: 16
M.A.: 15
P.S.: 27 (SN)
P.P.: 15
P.E.: 20 (SN)
P.B.: 22
Speed: 65 (Approx. 45 MPH or 72 KM/H)
PHYSICAL DATA
P.P.E.: 125
I.S.P.: 46
M.D.C.: 181
Age: 19
Sex: M
Height: 5 feet 4 to 5 feet 9, depending on how he stands
Weight: 165lbs
Description: Golden Haired Chimp that is often half crouched when standing on two feet. He is easy going in disposition, not a show off and is thoroughly aware of the responsibilities of his privilege.
Natural Abilities
Perception: 49% see rules here
Charm/Impress: 60%
Invoke Trust/Intimidate: 35%
Max. Encumbrance: 165lbs
Max. Carrying Weight: 1200 pounds/540kg
Max. Lifting Weight: 2400 pounds/1080kg for 20 minutes.
Max. Jumping Ability: 40.5 feet in length, 20.25 feet in height
Max Depth in Option: 2000 feet.
Special Abilities
Demi God Specific:
Fire and cold resistant (does half damage)
Regenerates 1d6 x 5MDC every minute.
Order of WR Mystic Knight Specific:
PPE Channelling: Can power most comparatively simple electronic items simply by holding them in his hand and willing them to function.
Includes flashlight/radio/video camera/computer. No PPE Cost.
Recharge most batteries:
Magic created Energy and Ley line storms inflict half damage!
Steal & Redirect Ley Line energy.
Ley Line Walker Abilities:
Sense Ley Line and Magic Energy: Can see and feel the presence of magic, providing all of the following sensing abilities as automatic powers which do not require the expenditure of PPE.
Ley Line Rejuvenation
Psionics
Master Psionic
(Demigod Ability 9) Has all Healing Psionics and five Super Psionics.
Bio Regeneration (6)
Deaden Pain (4)
Detect Psionics (6)
Exorcism (10)
Healing Touch (6)
Increased Healing (10)
Induce Sleep (4)
Meditation (0)
Psychic Diagnosis (4)
Psychic Purification (8)
Psychic Surgery (14)
Resist Fatigue (4)
Restore P.P.E. (4)
Stop Bleeding (2 for self, 4 for others)
Suppress Fear (8)
Bio Manip (10)
Psionic Invisibility (10) Line of sight, 100 foot radius, victims -2 to save.
Telekinesis, Super (10), +3 to strike, +4 to parry
Telekinetic ForceField (30), Self or 40 feet. Can parry energy and projectile attacks.
Electrokinesis.
(Order of WR)
Sixth Sense (2) 90ft, +6 to init, +2 to parry, +3 to dodge, cannot be surprised by sneak attack.
See The Invisible (4)
Resist Fatigue (4) Self, 1hr + 20min/lvl
Mind Block (4) 10min/lvl, +1 to save vs psionics/mental attacks
Presence Sense (4)
Alter Aura (2) 1hr/lvl
See Aura (6) 60 ft, 2 melees
Sense Evil (2) 140 feet, 2 min/lvl
Night Vision (4) 600 feet, 10 min/lvl
Spell Knowledge
Spell Strength: 12
(Can pick two spells per lvl between spell lvls 1-6)
Magic Shield (6): 2min/lvl, 60 MDC Shield, +1 to parry. Takes quarter damage from all attacks.
Armor of Ithan (10): 1min/lvl, Self/Touch, 10 mdc/lvl
Tongues (12): 3min/lvl, touch, speed and understand all spoken languages
Energize Spell (12): Pump additional PPE into an active spell to extend duration.
Fists of Fury (10): Punch with megadamage. (Talk to gm if I can change that)
Power Weapon (35): Turn SDC melee weapon to do MD. Increase MD melee weapons by 25%
Chameleon (6): 4.5 min/lvl, Self or touch, Blend into surroundings, nearly undetectable if not moving.
Shadow Meld (10): 2min/lvl +15% to prowl in darkness or 60%, -5 to strike caster.
Call Lightning (15): Range 300ft, 1D6/lvl
Teleport Lesser (15): 5 miles/lvl, Req 30 seconds, 50kg weight limit, 80%+2%/lvl
Cure Illness (15): Cure ordinary disease and illness cause by bacteria. Cannot cure magically induced sicknesses/disorders.
Carpet of Adhesion (10): 10ml/lvl, Range 30 ft + 10ft/lvl, Create 3x6m carpet of sticky.
O.C.C. Skills
Language: American (Native Tongue) -- 113% (+1%)
Language: Chinese -- 76% (+3%)
Language: Dragonese -- 76% (+3%)
Literacy American (Native) -- 70% (+5%)
Horsemanship: Equestrian Knight -- 50%/40% (+5%)
Horsemanship: Exotic Animal -- 60%/50% (+5%)
Lore: Demon Monsters -- 50% (+5%)
Lore: Magic
--General Knowledge -- 45% (+5%)
--Recog. Magic Circles, Runes, etc -- 35% (+5%)
--Recognize Enchantment -- 28% (+4%)
Boxing
Forced March
Running
Swimming -- 70% (+5%)
Land Navigation -- 54% (+4%)
Detect Ambush -- 50% (+5%)
Tracking -- 45% (+5%)
O.C.C. Related Skills
Prowl -- 45% (+5%)
Paramedic -- 55% (+5%)
Demolitions -- 66% (+3%)
Demolitions Disposal -- 66% (+3%)
Field Armorer & Munitions Expert -- 50% (+5%)
- Basic Mechanics -- 45% (+5%)
Gymnastics (+5%)
--Work Parallel Bars -- 66%+3%
--Back Flip -- 74%+2%
--Climb Rope/Rappel 64% (+2%)
Acrobatics (LVL1)
--Sense of Balance -- 56% (+3%)
--Walk Tightrope or High Wire -- 66% (+3%)
Secondary Skills
Climb: 60% (+5%) 5,5
-- Rappelling: 50% (+5%)
Radio Basic: 55% (+5%)
Computer Operation 50% (+5%)
Athletics (General)
Astronomy & Navigation 30% (+5%) (LVL1)
Combat Data
HTH Type: Martial Arts
Number of Attacks: 6
Initiative Bonus: +3
Strike Bonus: +2
Parry Bonus: +6
Dodge Bonus: +4
HTH Damage Bonus: 5d6 SDC on a restrained punch. 3d6 on a full strength punch. 6d6 on a power punch.
Bonus to Roll w/Punch: +8
Bonus to Pull a Punch: +5
Bonus to Disarm: +2
Other:
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
W.P. Sword -- +2 to strike, +1 to Parry - +1 to strike at levels 1, 3, 6, 9, 12, and 15. +1 to parry at levels 2, 4, 7, 10, and 13. +1 to strike when thrown at levels 4, 8, and 12.
W.P. Shield -- +2 to parry - +1 to Parry at levels 1, 3, 7, 10, and 13. +1 to strike with shield at levels 4, 8, and 12. Cannot be thrown.
W.P. Targeting -- +2 to strike - +1 to strike at levels, 1, 3, 7, and 10.
W.P. Energy Rifle -- +1 to strike - +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
W.P. Heavy M.D. Weapons -- +1 to strike - +1 to Strike at levels 2, 4, 7, 10, and 13.
Saving Throw Bonuses
Coma/Death: 49%
Magic (varies): +8
Lethal Poison (14+): +7
Non-Lethal Poison (16+): +7
Insanity (12+): +1
Psionics (varies): 8
Horror Factor (varies): +6
Equipment:
JA-12 Laser Rifle
Range:
Laser: 4,000'
Grenade: 2,000'
Damage:
Laser: 4D6 M.D. per shot or 1D6x10+10 M.D. per burst
Grenade: 3D6 M.D. to a 10' radius
Rate of Fire:
Laser: Single shots or 3-shot bursts only
Grenade: Single shots only
Payload:
Laser: 10 shots per E-clip, 30 shots per LE-clip, 30 shots per E-Canister
Grenades: 4 per magazine
Weight: 13 lbs.
Features: Targeting scope
Modifiers: +1 to strike on aimed or called shots
Book Reference: p.76, WB10
7 Normal Sized EClips
TW Conduit Sword
Range:
Damage: Mystic Knight Energy Bolt +2D6md
Duration: 5min per energy bolt
MDC: 50MDC
Weight: 6 pounds
Features: By channelling twice the normal ppe for one energy bolt, MK can form a blade the size of a short sword.
Modifiers: +1 to strike and parry
Book Reference: P. 82 WB29
NG-A8 Scout Armor
M.D.C. by Location:
Helmet: 35
Arms: 25 each
Legs: 40 each
Main Body: 50
Weight: 12 lbs.
Modifiers: -5% to physical skills.
Features:
Non-environmental.
Can cast magic in them.
Polarized visor
Minimal radiation shielding
Directional, short-range radio built into helmet. Range is 5-10 miles.
Removable Face plate.
G-Mail: lifeismeals@gmail.com
Discord:
Link to Ledger: viewtopic.php?p=1394118#p1394118
Character Name: Calvin Wallace
Alias: Sun WuFan
Race: Demi God Golden Haired Chimpanzee
O.C.C.: Mystic Knight, Order of the White Rose. MadHaven, P. 27
Alignment: Scrupulous
XP Level: 3
XP Points: 4,936 (Updated 6/3/2023 by G_D)
Next Level @ XP: 9,201
Sentiments/Non-Humans: Virtue makes the individal
Sentiments/Coalition: These people were raised poorly.
Disposition: Easy going, laid back. Has a strong moral compass but understands how to read a room.
Insanity: None.
ATTRIBUTES
I.Q.: 11
M.E.: 16
M.A.: 15
P.S.: 27 (SN)
P.P.: 15
P.E.: 20 (SN)
P.B.: 22
Speed: 65 (Approx. 45 MPH or 72 KM/H)
PHYSICAL DATA
P.P.E.: 125
I.S.P.: 46
M.D.C.: 181
Age: 19
Sex: M
Height: 5 feet 4 to 5 feet 9, depending on how he stands
Weight: 165lbs
Description: Golden Haired Chimp that is often half crouched when standing on two feet. He is easy going in disposition, not a show off and is thoroughly aware of the responsibilities of his privilege.
Natural Abilities
Perception: 49% see rules here
Charm/Impress: 60%
Invoke Trust/Intimidate: 35%
Max. Encumbrance: 165lbs
Max. Carrying Weight: 1200 pounds/540kg
Max. Lifting Weight: 2400 pounds/1080kg for 20 minutes.
Max. Jumping Ability: 40.5 feet in length, 20.25 feet in height
Max Depth in Option: 2000 feet.
Special Abilities
Demi God Specific:
Fire and cold resistant (does half damage)
Regenerates 1d6 x 5MDC every minute.
Order of WR Mystic Knight Specific:
PPE Channelling: Can power most comparatively simple electronic items simply by holding them in his hand and willing them to function.
Includes flashlight/radio/video camera/computer. No PPE Cost.
Recharge most batteries:
- Small SDC battery: 1PPE
- Large SDC battery: 2PPE
- Std E Clip: 12 PPE
- Long E Clip: 18 PPE
- Energy Canister/Rail Gun: 30 PPE
- Recharge Energy cannon with one blast: (1D6-2D6)*10 MD, two blasts: 6D6 to 1d4*10.: 30 PPE
- Recharge PPE clip: 60 PPE
- 4D6 blue energy bolts (+1d6 at levels 4,8,12).
- Range 1000 ft from eyes or hands. 5 PPE
- Range 2000 ft from eyes or hands. 15 PPE
Magic created Energy and Ley line storms inflict half damage!
Steal & Redirect Ley Line energy.
Ley Line Walker Abilities:
Sense Ley Line and Magic Energy: Can see and feel the presence of magic, providing all of the following sensing abilities as automatic powers which do not require the expenditure of PPE.
- Sense Ley Line: 30 miles, 40%
- Sense Ley Line Nexus: 50%
- Sense a Rift: 70 miles.
- Sense Magic in Use: 300 ft
- See Magic Energy.
Ley Line Rejuvenation
Psionics
Master Psionic
(Demigod Ability 9) Has all Healing Psionics and five Super Psionics.
Bio Regeneration (6)
Deaden Pain (4)
Detect Psionics (6)
Exorcism (10)
Healing Touch (6)
Increased Healing (10)
Induce Sleep (4)
Meditation (0)
Psychic Diagnosis (4)
Psychic Purification (8)
Psychic Surgery (14)
Resist Fatigue (4)
Restore P.P.E. (4)
Stop Bleeding (2 for self, 4 for others)
Suppress Fear (8)
Bio Manip (10)
Psionic Invisibility (10) Line of sight, 100 foot radius, victims -2 to save.
Telekinesis, Super (10), +3 to strike, +4 to parry
Telekinetic ForceField (30), Self or 40 feet. Can parry energy and projectile attacks.
Electrokinesis.
(Order of WR)
Sixth Sense (2) 90ft, +6 to init, +2 to parry, +3 to dodge, cannot be surprised by sneak attack.
See The Invisible (4)
Resist Fatigue (4) Self, 1hr + 20min/lvl
Mind Block (4) 10min/lvl, +1 to save vs psionics/mental attacks
Presence Sense (4)
Alter Aura (2) 1hr/lvl
See Aura (6) 60 ft, 2 melees
Sense Evil (2) 140 feet, 2 min/lvl
Night Vision (4) 600 feet, 10 min/lvl
Spell Knowledge
Spell Strength: 12
(Can pick two spells per lvl between spell lvls 1-6)
Magic Shield (6): 2min/lvl, 60 MDC Shield, +1 to parry. Takes quarter damage from all attacks.
Armor of Ithan (10): 1min/lvl, Self/Touch, 10 mdc/lvl
Tongues (12): 3min/lvl, touch, speed and understand all spoken languages
Energize Spell (12): Pump additional PPE into an active spell to extend duration.
Fists of Fury (10): Punch with megadamage. (Talk to gm if I can change that)
Power Weapon (35): Turn SDC melee weapon to do MD. Increase MD melee weapons by 25%
Chameleon (6): 4.5 min/lvl, Self or touch, Blend into surroundings, nearly undetectable if not moving.
Shadow Meld (10): 2min/lvl +15% to prowl in darkness or 60%, -5 to strike caster.
Call Lightning (15): Range 300ft, 1D6/lvl
Teleport Lesser (15): 5 miles/lvl, Req 30 seconds, 50kg weight limit, 80%+2%/lvl
Cure Illness (15): Cure ordinary disease and illness cause by bacteria. Cannot cure magically induced sicknesses/disorders.
Carpet of Adhesion (10): 10ml/lvl, Range 30 ft + 10ft/lvl, Create 3x6m carpet of sticky.
O.C.C. Skills
Language: American (Native Tongue) -- 113% (+1%)
Language: Chinese -- 76% (+3%)
Language: Dragonese -- 76% (+3%)
Literacy American (Native) -- 70% (+5%)
Horsemanship: Equestrian Knight -- 50%/40% (+5%)
Horsemanship: Exotic Animal -- 60%/50% (+5%)
Lore: Demon Monsters -- 50% (+5%)
Lore: Magic
--General Knowledge -- 45% (+5%)
--Recog. Magic Circles, Runes, etc -- 35% (+5%)
--Recognize Enchantment -- 28% (+4%)
Boxing
Forced March
Running
Swimming -- 70% (+5%)
Land Navigation -- 54% (+4%)
Detect Ambush -- 50% (+5%)
Tracking -- 45% (+5%)
O.C.C. Related Skills
Prowl -- 45% (+5%)
Paramedic -- 55% (+5%)
Demolitions -- 66% (+3%)
Demolitions Disposal -- 66% (+3%)
Field Armorer & Munitions Expert -- 50% (+5%)
- Basic Mechanics -- 45% (+5%)
Gymnastics (+5%)
--Work Parallel Bars -- 66%+3%
--Back Flip -- 74%+2%
--Climb Rope/Rappel 64% (+2%)
Acrobatics (LVL1)
--Sense of Balance -- 56% (+3%)
--Walk Tightrope or High Wire -- 66% (+3%)
Secondary Skills
Climb: 60% (+5%) 5,5
-- Rappelling: 50% (+5%)
Radio Basic: 55% (+5%)
Computer Operation 50% (+5%)
Athletics (General)
Astronomy & Navigation 30% (+5%) (LVL1)
Combat Data
HTH Type: Martial Arts
Number of Attacks: 6
Initiative Bonus: +3
Strike Bonus: +2
Parry Bonus: +6
Dodge Bonus: +4
HTH Damage Bonus: 5d6 SDC on a restrained punch. 3d6 on a full strength punch. 6d6 on a power punch.
Bonus to Roll w/Punch: +8
Bonus to Pull a Punch: +5
Bonus to Disarm: +2
Other:
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
W.P. Sword -- +2 to strike, +1 to Parry - +1 to strike at levels 1, 3, 6, 9, 12, and 15. +1 to parry at levels 2, 4, 7, 10, and 13. +1 to strike when thrown at levels 4, 8, and 12.
W.P. Shield -- +2 to parry - +1 to Parry at levels 1, 3, 7, 10, and 13. +1 to strike with shield at levels 4, 8, and 12. Cannot be thrown.
W.P. Targeting -- +2 to strike - +1 to strike at levels, 1, 3, 7, and 10.
W.P. Energy Rifle -- +1 to strike - +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
W.P. Heavy M.D. Weapons -- +1 to strike - +1 to Strike at levels 2, 4, 7, 10, and 13.
Saving Throw Bonuses
Coma/Death: 49%
Magic (varies): +8
Lethal Poison (14+): +7
Non-Lethal Poison (16+): +7
Insanity (12+): +1
Psionics (varies): 8
Horror Factor (varies): +6
Equipment:
JA-12 Laser Rifle
Range:
Laser: 4,000'
Grenade: 2,000'
Damage:
Laser: 4D6 M.D. per shot or 1D6x10+10 M.D. per burst
Grenade: 3D6 M.D. to a 10' radius
Rate of Fire:
Laser: Single shots or 3-shot bursts only
Grenade: Single shots only
Payload:
Laser: 10 shots per E-clip, 30 shots per LE-clip, 30 shots per E-Canister
Grenades: 4 per magazine
Weight: 13 lbs.
Features: Targeting scope
Modifiers: +1 to strike on aimed or called shots
Book Reference: p.76, WB10
7 Normal Sized EClips
TW Conduit Sword
Range:
Damage: Mystic Knight Energy Bolt +2D6md
Duration: 5min per energy bolt
MDC: 50MDC
Weight: 6 pounds
Features: By channelling twice the normal ppe for one energy bolt, MK can form a blade the size of a short sword.
Modifiers: +1 to strike and parry
Book Reference: P. 82 WB29
NG-A8 Scout Armor
M.D.C. by Location:
Helmet: 35
Arms: 25 each
Legs: 40 each
Main Body: 50
Weight: 12 lbs.
Modifiers: -5% to physical skills.
Features:
Non-environmental.
Can cast magic in them.
Polarized visor
Minimal radiation shielding
Directional, short-range radio built into helmet. Range is 5-10 miles.
Removable Face plate.
Re: Registration!!!
Player Name: Paul
Hangouts Handle: paulshao80
Character Name: Odo'est Eiblah Me'kone <= Steiblah (pronounced: st-EYE-blah)
Power Category: Heroic Hellion (Raksasha)
Alias:
Occupation: Enlightened Altruist
Alignment: Scrupulous
XP Level: 4
XP Points: 22,961(Updated 6/3/2023 by CHIMERA)
Next Level @ XP: 30,001
Land of Origin: Hades (City of Shek'Ra)
Disposition: Fun-loving seeker of life through the establishment of joy and peace. "Feeling good" like this stands in stark contrast to the eons of suffering and anguish (both received and delivered) while dedicated to the demonic cause.
Insanity:
ATTRIBUTES
I.Q.: 21 (+7% skills)
M.E.: 21 (+3 vs psi/insanity)
M.A.: 18 (+50% trust/intimidate)
P.S.: 37 (SN: +22 damage)
P.P.: 21 (+3 s/p/d)
P.E.: 26 (SN: +22%/+6 vs magic)
P.B.: 16 (+30% charm/impress)
Speed: 20
PHYSICAL DATA
PPE: 600
ISP: 700
HP: 78
SDC: 30
Natural AR: 10
MDC: 1000
Age: 6923
HF: 13 (natural form)
Sex: Can alter at will, leans Male
Height: 1-10 feet tall, can alter at will. Preferred form is 5'6". Natural form is 7'.
Weight: Can alter at will, weighs 130 lbs in preferred form. Weighs 700 lbs in natural form.
Description: Steiblah's preferred form is that of a diminutive, skinny, brown-tabby furred humanoid with the head of a lynx or housecat. Natural form is an oversized and over-muscled version of preferred form. Stripe pattern grows more prominent into a black-striped brown tiger's head.
Natural Abilities
Magic Abilities or Spell Knowledge
Spell knowledge: Apparition (20), Aura of Death (12), Aura of Doom (40), Aura of Power (4), Armor Bizarre (15), Charismatic Aura (10), Death Trance (I), Fool's Gold (10), Hallucination (30), Horrific Illusion (10), Illusion Booster (15), Illusion Manipulation (25+), Illusory Forest (45+), Illusory Wall (15+), Illusory Terrain (55+), Mask of Deceit (15), and Multiple Image (7). All Metamorphosis spells and all Protection magic. Plus Cleanse (6), Fear (5), Mystic Fulcrum (5), Create Magic Scroll (100), Animate & Control Dead (20), Tum Dead (6), Exorcism (30), Remove Curse (140), Heal Wounds (10), Electric Arc (8), Carpet of Adhesion (10), Magic Net (7), Deflect (10), Create Wood (10-20), Mend Wood (10).
EP purchased: Life Source (2+), Breathe without Air (5), Cloud of Smoke (2), Create Bread & Milk (15), Globe of Silence (20), Mend the Broken (10+), Talisman (500)
All spells are cast at third level proficiency regardless of the Raksasha’s actual level.
Skill Equivalents (+1% /lvl)
Astronomy 85%
Anthropology 80%
Climb 90%/80%
Computer Operation 106%
Dance 100%
Forgery 85%
Horsemanship: General 105%/80%
Horsemanship: Exotic Animals (all Netherbeasts) 90%/70%
Intelligence 95%
Land Navigation 70%
Literate in Dragonese/Elven, American/English, Demongogian, Chinese, Spanish, Russian 108%
Lore: Demons & Monsters 104%
Lore: Faeries 104%
Math: Advanced and Basic 109%
Pilot Truck, Tanks and APCs, Jet Fighter 80%
Prowl 70%
Radio: Basic 108%
Seduction 65%
Sing 85%
Swim 70%
Streetwise 90%
Wilderness Survival 70%
W.P. Sword
W.P. Knife
WP Energy Pistol
WP Handguns
Combat Data
HTH Type: Special (Raksasha)
Number of Attacks: 7 (+1 @ 8, 12, 15)
Initiative Bonus: +4
Strike Bonus: +7
Parry Bonus: +7
Dodge Bonus: +7
Disarm Bonus: +3
HTH Damage Bonus: +22
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +7
Weapon Proficiencies
W.P. Sword - +1 to strike at levels 1, 3, 6, 9, 12, and 15. +1 to parry at levels 2, 4, 7, 10, and 13. +1 to strike when thrown at levels 4, 8, and 12; not designed for throwing.
W.P. Knife - +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13.
W.P. Energy Pistol - +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.
W.P. Handguns - +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
Saving Throw Bonuses
Coma/Death: +22%
Toxins (15+): +10
Magic (varies): +10
Lethal Poison (14+): +10
Non-Lethal Poison (16+): +10
Insanity (12+): +7
Psionics (10+): +7
HF: +10
+4 to all other saving throws
Gear:
$6,000 in cash.
Hangouts Handle: paulshao80
Character Name: Odo'est Eiblah Me'kone <= Steiblah (pronounced: st-EYE-blah)
Power Category: Heroic Hellion (Raksasha)
Alias:
Occupation: Enlightened Altruist
Alignment: Scrupulous
XP Level: 4
XP Points: 22,961(Updated 6/3/2023 by CHIMERA)
Next Level @ XP: 30,001
Land of Origin: Hades (City of Shek'Ra)
Disposition: Fun-loving seeker of life through the establishment of joy and peace. "Feeling good" like this stands in stark contrast to the eons of suffering and anguish (both received and delivered) while dedicated to the demonic cause.
Insanity:
ATTRIBUTES
I.Q.: 21 (+7% skills)
M.E.: 21 (+3 vs psi/insanity)
M.A.: 18 (+50% trust/intimidate)
P.S.: 37 (SN: +22 damage)
P.P.: 21 (+3 s/p/d)
P.E.: 26 (SN: +22%/+6 vs magic)
P.B.: 16 (+30% charm/impress)
Speed: 20
PHYSICAL DATA
PPE: 600
ISP: 700
HP: 78
SDC: 30
Natural AR: 10
MDC: 1000
Age: 6923
HF: 13 (natural form)
Sex: Can alter at will, leans Male
Height: 1-10 feet tall, can alter at will. Preferred form is 5'6". Natural form is 7'.
Weight: Can alter at will, weighs 130 lbs in preferred form. Weighs 700 lbs in natural form.
Description: Steiblah's preferred form is that of a diminutive, skinny, brown-tabby furred humanoid with the head of a lynx or housecat. Natural form is an oversized and over-muscled version of preferred form. Stripe pattern grows more prominent into a black-striped brown tiger's head.
Natural Abilities
- Perception: 66% (+3%/lvl)
- Nightvision 120 ft, keen normal vision, see the invisible
- Turn into mist at will
- Track by smell 45% (+15% to track a blood scent)
- Dimensional teleport 51%
- Bio-regenerates 1d6 MDC (HP or SDC) per melee round
- Resistant to cold (half damage); impervious to toxic gases, heat, and fire (plasma/MD/magic fire does half damage)
- Magically speaks and understands all languages at 98%
- Silver weapons do equivalent MD. In SDC worlds: Weapons made of, or coated in, silver do double damage.
Magic Abilities or Spell Knowledge
Spell knowledge: Apparition (20), Aura of Death (12), Aura of Doom (40), Aura of Power (4), Armor Bizarre (15), Charismatic Aura (10), Death Trance (I), Fool's Gold (10), Hallucination (30), Horrific Illusion (10), Illusion Booster (15), Illusion Manipulation (25+), Illusory Forest (45+), Illusory Wall (15+), Illusory Terrain (55+), Mask of Deceit (15), and Multiple Image (7). All Metamorphosis spells and all Protection magic. Plus Cleanse (6), Fear (5), Mystic Fulcrum (5), Create Magic Scroll (100), Animate & Control Dead (20), Tum Dead (6), Exorcism (30), Remove Curse (140), Heal Wounds (10), Electric Arc (8), Carpet of Adhesion (10), Magic Net (7), Deflect (10), Create Wood (10-20), Mend Wood (10).
EP purchased: Life Source (2+), Breathe without Air (5), Cloud of Smoke (2), Create Bread & Milk (15), Globe of Silence (20), Mend the Broken (10+), Talisman (500)
All spells are cast at third level proficiency regardless of the Raksasha’s actual level.
Skill Equivalents (+1% /lvl)
Astronomy 85%
Anthropology 80%
Climb 90%/80%
Computer Operation 106%
Dance 100%
Forgery 85%
Horsemanship: General 105%/80%
Horsemanship: Exotic Animals (all Netherbeasts) 90%/70%
Intelligence 95%
Land Navigation 70%
Literate in Dragonese/Elven, American/English, Demongogian, Chinese, Spanish, Russian 108%
Lore: Demons & Monsters 104%
Lore: Faeries 104%
Math: Advanced and Basic 109%
Pilot Truck, Tanks and APCs, Jet Fighter 80%
Prowl 70%
Radio: Basic 108%
Seduction 65%
Sing 85%
Swim 70%
Streetwise 90%
Wilderness Survival 70%
W.P. Sword
W.P. Knife
WP Energy Pistol
WP Handguns
Combat Data
HTH Type: Special (Raksasha)
Number of Attacks: 7 (+1 @ 8, 12, 15)
Initiative Bonus: +4
Strike Bonus: +7
Parry Bonus: +7
Dodge Bonus: +7
Disarm Bonus: +3
HTH Damage Bonus: +22
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +7
Weapon Proficiencies
W.P. Sword - +1 to strike at levels 1, 3, 6, 9, 12, and 15. +1 to parry at levels 2, 4, 7, 10, and 13. +1 to strike when thrown at levels 4, 8, and 12; not designed for throwing.
W.P. Knife - +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13.
W.P. Energy Pistol - +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.
W.P. Handguns - +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
Saving Throw Bonuses
Coma/Death: +22%
Toxins (15+): +10
Magic (varies): +10
Lethal Poison (14+): +10
Non-Lethal Poison (16+): +10
Insanity (12+): +7
Psionics (10+): +7
HF: +10
+4 to all other saving throws
Gear:
$6,000 in cash.
Re: Registration!!!
Player Name: Michael
Hangouts Handle: shazbut.pbp@gmail.com
Ledger: Ledger
Character Name: Shazbut
Power Category: Alien
Alias: "Skunk Who Sings", Mr Stinky
Occupation: Singer/Cook (Military Specialist - Sapper)
Alignment: Scrupulous
XP Level: 5
XP Points: 25,051 (Updated 6/3/2023 by CHIMERA)
Next Level @ XP: 25,401
Birth Order/Family Ties: unknown
Land of Origin: Uncertain, but over 133 years.
Childhood Environment: unknown
Social/Economic Background: unknown
When Extraordinary Abilities First Manifested: Alien crash site, exposed to strange chemicals and high radiation
Disposition: Sunny and mischievous in equal portions, deeply marinated in music, a pinch of philosophical musings and warmly baked in generosity. Served with a good sprinkling of chopped nuts.
Insanity: Overtrusting: Shazbut too often gives people the benefit of the doubt, believing their lies and getting himself into trouble. The alternative is unthinkable, shutting people out and being mistrustful. Better to be overtrusting.
APS: Void Form
Extraordinary Mental Affinity
Extraordinary Physical Beauty
Vibration / Vibrate Through Substances
Sonic Speed
ATTRIBUTES
I.Q.: 16
M.E.: 21
M.A.: 19 29
P.S.: 22 (Superhuman)
P.P.: 20
P.E.: 20
P.B.: 8 26
Speed: 30 (60/20) / 700 mph (1126 kph)
600 yards per minute (1200 yards per minute/400 yards per minute) / 11.67 miles per min
1800 feet per minute (3600 feet per minute/1200 feet per minute)
450 feet per melee round (900 feet per melee round/300 feet per melee round) / 3078.24 feet per round
PHYSICAL DATA
PPE: 18
ISP: Only if Shazbut uses Mimic on a psionicist.
HP: 28
SDC: 267 (317)
AR: - (10)
Age: Unknown
Sex: Male
Height: 4 feet
Weight: 200 pounds
Description: A bipedal skunk?! Sure he looks like a reject from a Pokemon movie, but that easygoing grin and toothy smile puts most at ease. He has glossy black fur, a bushy tail complete with the infamous dual white stripe from nose to tail. Just as you complete the mental adjustment, he begins to sing... in Italian.
Mutant Characteristics
Scaly Skin: A tough, smooth, reptilian skin with small scales. The only remaining hints of his original form prior to mutating. This tough layer is hidden underneath his lush black skunk fur.
Base Stats when using Mimic
Major Powers
Base Stats when using Mimic
Language Skills
Language: English 102% 92%
Language: Italian 102% 92%
Language: Shoshoni 102% 92%
Espionage Skills
Detect Ambush 42% (+5%)
Detect Concealment 37% (+5%)
Impersonation 67%/43% 57%/33%(+3%)
Interrogation 67% 42%(+5%)
Tracking: People 37% (+5%)
Military Skills
Field Armorer & Munitions Expert 52% (+5%)
* Basic Mechanics 52% (+5%)
Demolitions 72% (+3%)
Demolitions Disposal 72% (+3%)
Trap Construction 32% (+4%)
Trap & Mine Detection 32% (+5%)
Rogue Skills
(EP) Seduction 51% 26%(+3%)
Physical Skills
Hand To Hand Assassin
Boxing
Acrobatics
(EP) Fencing
Gymnastics
Wrestling
Pilot: Hover Craft (Ground) 52% (+5%)
Art 37% (+5%)
Cook 37% 37%(+5%)
Lore: American Indians 27% (+5%)
Performance 42% 32% (+5%)
Philosophy 32% (+5%)
Sing 47% (+5%) (Professional - from Vocalization power)
(3rd) Athletics (General)
(3rd) Running
APS: Void Form
Base Stats when using Mimic (weaponless)
Combat Data
HTH Type: HTH Assassin (level 15)
Number of Attacks: 12 / 13 / 9
Initiative Bonus: +18 /+20 / +6
Strike Bonus: +10 / +11 / +6
Parry Bonus: +14 / +15 / +6
Dodge Bonus: +12/ +16 / +6
Disarm Bonus: +7 / +8 / +4
HTH Damage Bonus: +13 (+1d6 Vibrating Punch, +1d6 Retractable Claws, +1d6 Cold Touch) / +4
Bonus to Roll w/Punch: +24 / +24 / +12
Bonus to Pull a Punch: +13 / +13 / +6
Other:
W.P. Axe - +1 to strike and parry at levels 2, 5, 8, 12, and 15. +1 to strike when thrown at levels 5, 8, and 12; not designed for throwing.
(4th) W.P. Knife - +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13.
W.P. Paired Weapons (see RUE p. 327) -Axe and Axe (All weapons with Multi-Tasking)
W.P. Heavy MD Weapons +1 to Strike at levels 2, 4, 7, 10, and 13.
(s) W.P. Shotgun +1 to strike at levels 1, 3, 6, 10, and 14.
(3rd) W.P. Sword - +1 to strike at levels 1, 3, 6, 9, 12, and 15. +1 to parry at levels 2, 4, 7, 10, and 13. +1 to strike when thrown at levels 4, 8, and 12; not designed for throwing.
Saving Throw Bonuses
Coma/Death: +10%
Toxins (15+): +3
Magic (varies): +3 (+1 extra vs supernatural possession)
Lethal Poison (14+): +3
Non-Lethal Poison (16+): +3
Insanity (12+): +4
Psionics (varies): +3
Illusions Major Power: +6 to save vs illusions, +4 to save vs fear/Horror Factor.
+4 to save vs all stench-based attacks and suffers half the penalties for half the duration time.
Equipment:
Hangouts Handle: shazbut.pbp@gmail.com
Ledger: Ledger
Character Name: Shazbut
Power Category: Alien
Alias: "Skunk Who Sings", Mr Stinky
Occupation: Singer/Cook (Military Specialist - Sapper)
Alignment: Scrupulous
XP Level: 5
XP Points: 25,051 (Updated 6/3/2023 by CHIMERA)
Next Level @ XP: 25,401
Birth Order/Family Ties: unknown
Land of Origin: Uncertain, but over 133 years.
Childhood Environment: unknown
Social/Economic Background: unknown
When Extraordinary Abilities First Manifested: Alien crash site, exposed to strange chemicals and high radiation
Disposition: Sunny and mischievous in equal portions, deeply marinated in music, a pinch of philosophical musings and warmly baked in generosity. Served with a good sprinkling of chopped nuts.
Insanity: Overtrusting: Shazbut too often gives people the benefit of the doubt, believing their lies and getting himself into trouble. The alternative is unthinkable, shutting people out and being mistrustful. Better to be overtrusting.
APS: Void Form
Extraordinary Mental Affinity
Extraordinary Physical Beauty
Vibration / Vibrate Through Substances
Sonic Speed
ATTRIBUTES
I.Q.: 16
M.E.: 21
M.A.: 19 29
P.S.: 22 (Superhuman)
P.P.: 20
P.E.: 20
P.B.: 8 26
Speed: 30 (60/20) / 700 mph (1126 kph)
600 yards per minute (1200 yards per minute/400 yards per minute) / 11.67 miles per min
1800 feet per minute (3600 feet per minute/1200 feet per minute)
450 feet per melee round (900 feet per melee round/300 feet per melee round) / 3078.24 feet per round
PHYSICAL DATA
PPE: 18
ISP: Only if Shazbut uses Mimic on a psionicist.
HP: 28
SDC: 267 (317)
AR: - (10)
Age: Unknown
Sex: Male
Height: 4 feet
Weight: 200 pounds
Description: A bipedal skunk?! Sure he looks like a reject from a Pokemon movie, but that easygoing grin and toothy smile puts most at ease. He has glossy black fur, a bushy tail complete with the infamous dual white stripe from nose to tail. Just as you complete the mental adjustment, he begins to sing... in Italian.
Mutant Characteristics
Scaly Skin: A tough, smooth, reptilian skin with small scales. The only remaining hints of his original form prior to mutating. This tough layer is hidden underneath his lush black skunk fur.
OOC Comments
Stocky : Exceptionally broad and husky skunk about twice as broad as a normal. OOC Comments
Natural Abilities Base Stats when using Mimic
- Perception: 47% 17%(+3%) see rules here
- Charm/Impress: 80%
- Invoke Trust/Intimidate: 96% 55% (M.A. 19)
- Max. Encumbrance: 120lbs. see rules here
- Max. Carrying Weight: 4400lbs.
- Max. Lifting Weight: 6600 lbs.
- Max. Jumping Ability: 22' long or 11' high.
- Impervious to radiation that is normally deadly to humans.
- Can see ultraviolet light.
- This alien radiates low levels of radiation that will begin to harm humans exposed to him for more than a few weeks. If the alien does not wear a radiation shielded survival suit, those around him will contract radiation poisoning on a result of 1-30%; roll once per each week of exposure.
- Retractable claws (+1D6) damage from claw attacks.
Major Powers
- Alter Physical Structure: Void
- Illusions (mutated)
- Gravity Waves
- Mimic
- Slime Generation
- Sonic Speed
- Vibration
- Extraordinary Mental Affinity
- Extraordinary Physical Beauty
- Limb Possession (mutated)
- Multi-Tasking (mutated)
- Sense the Supernatural
- Shadow Cloak
- Sticky Globs
- Summon and Command Small Animals
- Vocalization (mutated)
- Warp Sound
Base Stats when using Mimic
Language Skills
Language: English 102% 92%
Language: Italian 102% 92%
Language: Shoshoni 102% 92%
Espionage Skills
Detect Ambush 42% (+5%)
Detect Concealment 37% (+5%)
Impersonation 67%/43% 57%/33%(+3%)
Interrogation 67% 42%(+5%)
Tracking: People 37% (+5%)
Military Skills
Field Armorer & Munitions Expert 52% (+5%)
* Basic Mechanics 52% (+5%)
Demolitions 72% (+3%)
Demolitions Disposal 72% (+3%)
Trap Construction 32% (+4%)
Trap & Mine Detection 32% (+5%)
Rogue Skills
(EP) Seduction 51% 26%(+3%)
Physical Skills
Hand To Hand Assassin
Boxing
Acrobatics
- Sense of balance 70% 62% (+2%)
- Walk tightrope or high wire 62% (+3%)
- Climb rope 72% (+2%)
- Back flip 52% (+5%)
- Climb 57%
- Prowl 37% (or adds a +5% to prowl skill)
(EP) Fencing
Gymnastics
- Sense of balance 62% 52% (+3%)
- Work parallel bars & rings 62% (+3%)
- Climb rope 62% (+2%)
- Back flip 72% (+2%)
- adds a +5% to prowl skill.
Wrestling
- Body block/tackle does 1d4 damage and the opponent must dodge or parry to avoid being knocked down (lose one melee attack if knocked down).
- Pin/incapacitate on a roll of 18, 19, or 20.
- Crush/squeeze does 1d4 damage per squeeze attack.
Pilot: Hover Craft (Ground) 52% (+5%)
Art 37% (+5%)
Cook 37% 37%(+5%)
Lore: American Indians 27% (+5%)
Performance 42% 32% (+5%)
Philosophy 32% (+5%)
Sing 47% (+5%) (Professional - from Vocalization power)
(3rd) Athletics (General)
(3rd) Running
APS: Void Form
Base Stats when using Mimic (weaponless)
Combat Data
HTH Type: HTH Assassin (level 15)
Number of Attacks: 12 / 13 / 9
Initiative Bonus: +18 /+20 / +6
Strike Bonus: +10 / +11 / +6
Parry Bonus: +14 / +15 / +6
Dodge Bonus: +12/ +16 / +6
Disarm Bonus: +7 / +8 / +4
HTH Damage Bonus: +13 (+1d6 Vibrating Punch, +1d6 Retractable Claws, +1d6 Cold Touch) / +4
Bonus to Roll w/Punch: +24 / +24 / +12
Bonus to Pull a Punch: +13 / +13 / +6
Other:
- Death Blow (if desired; must announce his intention).
- Kick attacks: Karate style kick (does 2D4 damage) and any two of choice, except jump kicks.
- Critical strike on an unmodified roll of 18-20.
- Knockout/stun on an unmodified roll of 17-20.
- Prowl: 127% in darkness (APS: Void/Shadow Cloak/Warp Sound/Skills), 72% (APS: Void/Warp Sound/Skills)
- +7 automatic dodge (+3 vs bullets, energy blasts, projectiles and thrown objects etc)
- W.P. Knife and W.P. Sword +1 strike, +1 parry (Fencing Skill)
- W.P. Sword +1d6 damage (Fencing Skill)
- +3 body flip/throw. Whatever that is...
- Shooting while in Void Form
- APS: Void (Depressurize Bolt, Suffocation Attack or Void Bolt) +8 strike
- Slime Generation (Bolts of Slime) +5 strike / shot to eyes requires called shot
- Sticky Globs +11 strike / +9 strike for called shot
- Vibration (shock waves) +7 strike (2 actions)
- Vibration (shock blast) +9 strike
W.P. Axe - +1 to strike and parry at levels 2, 5, 8, 12, and 15. +1 to strike when thrown at levels 5, 8, and 12; not designed for throwing.
(4th) W.P. Knife - +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13.
W.P. Paired Weapons (see RUE p. 327) -Axe and Axe (All weapons with Multi-Tasking)
W.P. Heavy MD Weapons +1 to Strike at levels 2, 4, 7, 10, and 13.
(s) W.P. Shotgun +1 to strike at levels 1, 3, 6, 10, and 14.
(3rd) W.P. Sword - +1 to strike at levels 1, 3, 6, 9, 12, and 15. +1 to parry at levels 2, 4, 7, 10, and 13. +1 to strike when thrown at levels 4, 8, and 12; not designed for throwing.
Saving Throw Bonuses
Coma/Death: +10%
Toxins (15+): +3
Magic (varies): +3 (+1 extra vs supernatural possession)
Lethal Poison (14+): +3
Non-Lethal Poison (16+): +3
Insanity (12+): +4
Psionics (varies): +3
Illusions Major Power: +6 to save vs illusions, +4 to save vs fear/Horror Factor.
+4 to save vs all stench-based attacks and suffers half the penalties for half the duration time.
Equipment:
Shazbut
Natural Abilities
Re: Registration!!!
Player Name: Kylie
Gmail: fgltw12
Ledger link: Eve Ledger
Character Name: Eve Curtana
Power Category: Crusader of Light
Alias: Glory
Occupation: Martial Arts Instructor
Alignment: Unprincipled
XP Level: 3
XP Points: 16,486 (Updated 6/3/2023 by CHIMERA)
Next Level @ XP: 20,001
Birth Order/Family Ties: None; Father deceased
Land of Origin: Century Station
Childhood Environment: Large City
Social/Economic Background: Middle Class - Military
When Extraordinary Abilities First Manifested: Late teens
Disposition: Open, charming and captivating with others. Well trained in hiding her intentions and feelings. Cares deeply about the disadvantaged in life, and can be as hard as nails when there is a need.
Insanity: Atelophobia/Perfectionism - Eve's striving for flawlessness and perfection has gifted her with exceptional prowess with the sword even before being blessed with supernatural power. The downside is her need for symmetry. In her apartment, all hangers in the closet are the same distance apart. All boxes, cans and containers in the pantry and refrigerator are lined up in size order with the labels facing forward. Every new thing she possesses must be washed, wiped, or cleaned in some way, and then put in its new and special place. Her sword is a highly polished work of art, her car interior is immaculate.
ATTRIBUTES
I.Q.: 12 (13)
M.E.: 28
M.A.: 8 (17)
P.S.: 51 (58) (Supernatural)
P.P.: 30
P.E.: 16 (21)
P.B.: 23 (33)
Speed: 23 (35) (fly at 190 mph)
Stats in Blue are the result of Super form
APS: Human Force Field
PHYSICAL DATA
PPE: 56 61
HP: 76 81
SDC: 210 (285 at night) (1050)
Age: 28
Sex: Female
Height: 5' 11"
Weight: 170 pounds
Description: With a young and lithe figure, Eve is tall with luxurious honey blonde hair and deep blue eyes. There is a supple strength in her arms, and she has the look of a dedicated athlete.
Special Abilities
Horror Factor: 11 in "super" form, 13 if flying. (+2 at night)
Natural Abilities
Perception Bonus: 40% (+3%) (+15% when in darkness at night, +10% to perceiving any temporal changes)
Charm/Impress: 65% 92%
Invoke Trust/Intimidate: 0 45%
Max. Encumbrance: 51 lbs
Max. Carrying Weight: 15,300 lbs 17,400 lbs
Max. Lifting Weight: 25,500 lbs 29,000 lbs
Max. Jumping Ability: 76.5 feet long / 38 feet high 87 feet long, 7.75 / 43.5 feet high
Bestowed Crusader Super Abilities
+10% to perception
Swallowing Limbo
Major Super Abilities
Alter Physical Structure: Human Force Field (must be activated)
Karmic Power
Slow Motion Control (must be activated)
Minor Super Abilities
Blur (must be activated)
Energy Expulsion: Divine Energy (doubled by Power Amplify Mega Power)
Extraordinary Mental Endurance
Nightstalking
Shadow Stepping
Mega Powers
Heals 3x faster than normal
Increased the total S.D.C. by 50%
Increased power range by 50%
Considered a Supernatural Being, +1 to save vs magic (unless that's his vulnerability), and +2 to save vs possession
and Horror Factor
GM to decide
EDUCATION LEVEL: Military Specialist
+10% on any skill if it is to save a life or help an important cause.
Scholastic Skills
Military Program (Basic) +20%
Climbing/Rappelling 80/70% (+5%)
Military Etiquette 55% (+5%)
Radio: Basic 65% (+5%)
Running
Trap & Mine Detection 40% (+5%)
W.P. Rifle
Espionage Program (Basic) +20%
Hand to Hand: Martial Arts
Detect Ambush 50% (+5%)
Detect Concealment 45% (+5%)
Intelligence 52% (+4%)
Surveillance 50% (+5%)
Wilderness Survival 50% (+5%)
Criminal Program +15%
Streetwise 40% (+5%)
Pick Locks 45% (+5%)
Pick Pockets 40% (+5%)
Prowl 50% (+5%) (+10% at night)
Seduction 35% (+3% plus Attribute bonuses)
W.P. Skill Program
W.P. Quick Draw
W.P. Shield
W.P. Handguns
Physical Program (Other Skill of choice) +10%
Acrobatics
• Sense of balance 70% +2%
• Walk tightrope or high wire 70% +3%
• Climb rope 80% +2%
• Back flip 60% +5%
Boxing
Fencing
Gymnastics
• Sense of balance 60% +3%
• Work parallel bars & rings 70% +3%
• Climb rope 70% +2%
• Back flip 80% +2%
Secondary Skills
Body Building & Weight Lifting
Computer Operation 40% (+5%)
First Aid 45% (+5%)
Wardrobe & Grooming 50% (+4%)
W.P. Sword
Level 3:
Athletics (General)
Dance 30% (+5%)
Karmic Power
Karmic Power + Blur
Karmic Power + Blur + Flying
*+8 P.P. bonus added to all combat moves including Pull Punch, Roll/Punch/Fall and Disarm.
Combat Data
HTH Type: Martial Arts
Number of Attacks: 5 6 if flying
Initiative Bonus: +4 +6 +7 (additional +3 with Quick Draw and +1 at night)
Strike Bonus: +11 +13 +14 flying
Parry Bonus: +14 +18 +19 flying
Dodge Bonus: +14 +18 flying
Autododge Bonus: 0 +11 +13
Disarm Bonus: +10 +13 +14
HTH Damage Bonus: +36 +1D6 (night only) +43 (+6 extra every 20 mph flying speed)
Bonus to Roll w/Punch: +17 +21
Bonus to Pull a Punch: +11 +11 +12
Other:
Weapon Proficiencies
(s) W.P. Handguns
W.P. Shield - +1 to Parry at levels 1, 3, 7, 10, and 13. +1 to strike with shield at levels 4, 8, and 12. Cannot be thrown.
W.P. Sword - +1 to strike at levels 1, 3, 6, 9, 12, and 15. +1 to parry at levels 2, 4, 7, 10, and 13. +1 to strike when thrown at levels 4, 8, and 12; not designed for throwing.
Saving Throw Bonuses
Coma/Death: +32%
Toxins (15+): +9
Magic (varies): +9
Lethal Poison (14+): +9
Non-Lethal Poison (16+): +9
Insanity (12+): +11
Psionics (varies): +13
+10 vs Horror Factor
Additional adjustments:
+15 vs possession
+3 to save vs time altering powers, magic or effects from others, including kinetic energy attacks that slow things down.
Needs a 12 to save vs psionic attack.
+6 to save vs mind altering drugs.
+1 to save vs magical illusions
Base Awe/Horror Factor of 11 (13 when flying) (+2 at night)
Gear registered
Faith
Greater Holy Spatha Saburo Sword
Damage: 4D6
Common Holy powers
Special Abilities (if any):
Curse: None.
Personality: Quiet and keeps to herself. She knows that whoever wields her must be doing good in the world. Will occasionally ask to be bathed in olive oil. Oh how she misses olive oil.
History: Faith used to go by the name of Daeira. She was one of the Oceanids, the 3000 daughters of the Titans Oceanus and Tethys. She was a mother, a nurse, a jailer and after some time, she decided to impart her soul upon a blade that would do only good in the world.
Aegis the Greater
Greater Enchanted Hoplite Shield
S.D.C.: Indestructible
Damage: 2D4
Magic Features
Curse: None.
History: Aegis was created by Athena and wielded by herself and Zeus. It fell into the hands of mortals, seeing many battles and always protecting its wielder. Hades recently claimed it for his own personal arsenal.
Long Sword
Large Iron Shield
Colt Anaconda
3 x Smoke Grenades
S.D.C. by Location:
Weight: 6 lbs
Modifiers:
Features:
Joyse's Magic Die (Patron Item)
An ancient-looking one inch square die depicting water fowl and a number of pips on each facing.
Unique Enchanted Item
S.D.C.: Indestructible
Magic Features
Curse: The owner gradually becomes more reliant on luck, and may develop a gambling problem.
History: This die enters the historical record in the possession of an inscrutable figure known only as the "Dark Lord of the game table" in the Western Empire at the height of that Empire's decadence who amassed a fortune in the salons of the elite and came to a predictably bad end in the taverns of the lowly.
First Aid Kit
Fold-able gas mask
(4) Signal flares
Passive nightvision goggles
Gmail: fgltw12
Ledger link: Eve Ledger
Character Name: Eve Curtana
Power Category: Crusader of Light
Alias: Glory
Occupation: Martial Arts Instructor
Alignment: Unprincipled
XP Level: 3
XP Points: 16,486 (Updated 6/3/2023 by CHIMERA)
Next Level @ XP: 20,001
Birth Order/Family Ties: None; Father deceased
Land of Origin: Century Station
Childhood Environment: Large City
Social/Economic Background: Middle Class - Military
When Extraordinary Abilities First Manifested: Late teens
Disposition: Open, charming and captivating with others. Well trained in hiding her intentions and feelings. Cares deeply about the disadvantaged in life, and can be as hard as nails when there is a need.
Insanity: Atelophobia/Perfectionism - Eve's striving for flawlessness and perfection has gifted her with exceptional prowess with the sword even before being blessed with supernatural power. The downside is her need for symmetry. In her apartment, all hangers in the closet are the same distance apart. All boxes, cans and containers in the pantry and refrigerator are lined up in size order with the labels facing forward. Every new thing she possesses must be washed, wiped, or cleaned in some way, and then put in its new and special place. Her sword is a highly polished work of art, her car interior is immaculate.
ATTRIBUTES
I.Q.: 12 (13)
M.E.: 28
M.A.: 8 (17)
P.S.: 51 (58) (Supernatural)
P.P.: 30
P.E.: 16 (21)
P.B.: 23 (33)
Speed: 23 (35) (fly at 190 mph)
Stats in Blue are the result of Super form
APS: Human Force Field
PHYSICAL DATA
PPE: 56 61
HP: 76 81
SDC: 210 (285 at night) (1050)
Age: 28
Sex: Female
Height: 5' 11"
Weight: 170 pounds
Description: With a young and lithe figure, Eve is tall with luxurious honey blonde hair and deep blue eyes. There is a supple strength in her arms, and she has the look of a dedicated athlete.
Special Abilities
Horror Factor: 11 in "super" form, 13 if flying. (+2 at night)
Natural Abilities
Perception Bonus: 40% (+3%) (+15% when in darkness at night, +10% to perceiving any temporal changes)
Charm/Impress: 65% 92%
Invoke Trust/Intimidate: 0 45%
Max. Encumbrance: 51 lbs
Max. Carrying Weight: 15,300 lbs 17,400 lbs
Max. Lifting Weight: 25,500 lbs 29,000 lbs
Max. Jumping Ability: 76.5 feet long / 38 feet high 87 feet long, 7.75 / 43.5 feet high
Bestowed Crusader Super Abilities
+10% to perception
Swallowing Limbo
OOC Comments
Angel Wings OOC Comments
Major Super Abilities
Alter Physical Structure: Human Force Field (must be activated)
Karmic Power
Slow Motion Control (must be activated)
Minor Super Abilities
Blur (must be activated)
Energy Expulsion: Divine Energy (doubled by Power Amplify Mega Power)
Extraordinary Mental Endurance
Nightstalking
Shadow Stepping
Mega Powers
Heals 3x faster than normal
Increased the total S.D.C. by 50%
Increased power range by 50%
Considered a Supernatural Being, +1 to save vs magic (unless that's his vulnerability), and +2 to save vs possession
and Horror Factor
- Tremendous Physical Strength: +20 to supernatural P.S., and death blow on a 16-20
- Power Amplification or Specialization (R37)
- double any one major or 3 minors
- Divine Energy + two minors not chosen yet
GM to decide
EDUCATION LEVEL: Military Specialist
+10% on any skill if it is to save a life or help an important cause.
Scholastic Skills
Military Program (Basic) +20%
Climbing/Rappelling 80/70% (+5%)
Military Etiquette 55% (+5%)
Radio: Basic 65% (+5%)
Running
Trap & Mine Detection 40% (+5%)
W.P. Rifle
Espionage Program (Basic) +20%
Hand to Hand: Martial Arts
Detect Ambush 50% (+5%)
Detect Concealment 45% (+5%)
Intelligence 52% (+4%)
Surveillance 50% (+5%)
Wilderness Survival 50% (+5%)
Criminal Program +15%
Streetwise 40% (+5%)
Pick Locks 45% (+5%)
Pick Pockets 40% (+5%)
Prowl 50% (+5%) (+10% at night)
Seduction 35% (+3% plus Attribute bonuses)
W.P. Skill Program
W.P. Quick Draw
W.P. Shield
W.P. Handguns
Physical Program (Other Skill of choice) +10%
Acrobatics
• Sense of balance 70% +2%
• Walk tightrope or high wire 70% +3%
• Climb rope 80% +2%
• Back flip 60% +5%
Boxing
Fencing
Gymnastics
• Sense of balance 60% +3%
• Work parallel bars & rings 70% +3%
• Climb rope 70% +2%
• Back flip 80% +2%
Secondary Skills
Body Building & Weight Lifting
Computer Operation 40% (+5%)
First Aid 45% (+5%)
Wardrobe & Grooming 50% (+4%)
W.P. Sword
Level 3:
Athletics (General)
Dance 30% (+5%)
Karmic Power
Karmic Power + Blur
Karmic Power + Blur + Flying
*+8 P.P. bonus added to all combat moves including Pull Punch, Roll/Punch/Fall and Disarm.
Combat Data
HTH Type: Martial Arts
Number of Attacks: 5 6 if flying
Initiative Bonus: +4 +6 +7 (additional +3 with Quick Draw and +1 at night)
Strike Bonus: +11 +13 +14 flying
Parry Bonus: +14 +18 +19 flying
Dodge Bonus: +14 +18 flying
Autododge Bonus: 0 +11 +13
Disarm Bonus: +10 +13 +14
HTH Damage Bonus: +36 +1D6 (night only) +43 (+6 extra every 20 mph flying speed)
Bonus to Roll w/Punch: +17 +21
Bonus to Pull a Punch: +11 +11 +12
Other:
- Death blow on a 16-20 (if desired)
- An opponent's Death Blow does not kill; only stuns the character.
- Critical damage attacks do normal damage.
- Aimed or "called shot" on Eve is impossible when blurred.
- Kick attacks: Karate style kick (does 2D4 damage), backward sweep kick, tripping/leg hook kick, roundhouse kick and axe kick.
- Automatic kick attack at first level; 2D4 damage (Gymnastics).
- Fencing +1 to strike and parry with a sword or dagger, and +1D6 to damage with a sword.
- "Faith" Holy Spatha Saburo Sword; 1d20+17, Damage 5d6+43, Parry 1d20+21 (Powers must be active)
- "Aegis the Greater" Shield; strike +14 , parry +21, damage 2d4+43 (returns when thrown)
- Divine Energy*; (aimed shot) +14 / (wild shot) +12, damage 12D8 (24D8) vs Supernatural Evil/Selfish, 18D8(36D8) vs Dark Gods, Demons etc, 10D6(20D6) vs Mortal Evil/Selfish, 6D4(12D4) vs Any Good - (double for simultaneous shot for 1 APM) *Doubled by Power Specialization Mega Power
- Swallowing Limbo; strike +11, damage none, save 16+ with M.E. or trapped, costs 2 attacks.
- Karmic KO; a natural 20 to strike; unconscious for 3D4 melee rounds.
Weapon Proficiencies
(s) W.P. Handguns
- +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
- +1 to strike at levels 1, 3, 5, 7, 9, 11, and 13.
W.P. Shield - +1 to Parry at levels 1, 3, 7, 10, and 13. +1 to strike with shield at levels 4, 8, and 12. Cannot be thrown.
W.P. Sword - +1 to strike at levels 1, 3, 6, 9, 12, and 15. +1 to parry at levels 2, 4, 7, 10, and 13. +1 to strike when thrown at levels 4, 8, and 12; not designed for throwing.
Saving Throw Bonuses
Coma/Death: +32%
Toxins (15+): +9
Magic (varies): +9
Lethal Poison (14+): +9
Non-Lethal Poison (16+): +9
Insanity (12+): +11
Psionics (varies): +13
+10 vs Horror Factor
Additional adjustments:
+15 vs possession
+3 to save vs time altering powers, magic or effects from others, including kinetic energy attacks that slow things down.
Needs a 12 to save vs psionic attack.
+6 to save vs mind altering drugs.
+1 to save vs magical illusions
Base Awe/Horror Factor of 11 (13 when flying) (+2 at night)
Gear registered
Faith
Greater Holy Spatha Saburo Sword
Damage: 4D6
Common Holy powers
- 1. Unusually tough; seldom break — it takes a lot to destroy one of these weapons and the blades rarely dull.
- 2. Made of ordinary metal but glow with a halo of energy that is white, yellow, red, or light blue; register as magic.
- 3. Adds +5% to all prayers to one's deity.
- 4. Its bonuses, doubled damage capacity and special powers will not work when used by creatures of magic, supernatural beings, undead or animated dead!
Special Abilities (if any):
- Damage bonus: The weapon inflicts 2D6 additional damage (S.D.C. in S.D.C. worlds, changes to M.D.C. on mega-damage planes of existence).
- Healing touch: Restores 2D6 S.D.C and hit points (2D6 M.D.C. in Rifts). Can be performed six times per 24 hours.
- Radius of protection: Basically the same as the protection circle: simple, wizard spell. The weapon must be raised above one's head and then struck to the ground. Duration: Five minutes per level of the weapon user. A circular area covering a six foot radius around the sword glows with magic energy and protection.
Curse: None.
Personality: Quiet and keeps to herself. She knows that whoever wields her must be doing good in the world. Will occasionally ask to be bathed in olive oil. Oh how she misses olive oil.
History: Faith used to go by the name of Daeira. She was one of the Oceanids, the 3000 daughters of the Titans Oceanus and Tethys. She was a mother, a nurse, a jailer and after some time, she decided to impart her soul upon a blade that would do only good in the world.
Aegis the Greater
Greater Enchanted Hoplite Shield
S.D.C.: Indestructible
Damage: 2D4
Magic Features
- Indestructible: Cannot be destroyed by any means, save alchemy.
- Returns to Wielder When Thrown: Applicable only to weapons suitable for throwing, including most knives, small axes, hammers, and javelins. The enchanted weapon returns to the thrower immediately after striking the target (mentally commanded); counts as one melee attack! Maximum range: 120'
- Armor of Ithan:
- 3x per day.
- SDC: 150.
- AR: 18.
- Magic Fire, Lightning and Cold do half damage.
- Range: Wielder only.
Curse: None.
History: Aegis was created by Athena and wielded by herself and Zeus. It fell into the hands of mortals, seeing many battles and always protecting its wielder. Hades recently claimed it for his own personal arsenal.
Long Sword
- Range: Close Combat
- Damage: 2D6
- Weight: 3.5 lbs
- Length: 3 feet
- Features: Favorite sword of her father. This blade is not magical nor exceptional but is functional and well used.
- Modifiers:
Large Iron Shield
- Range: Close Combat
- Damage: A shield-bash does 2D4 damage
- S.D.C.: 130
- Weight: 8 lbs
- Subtract 10% of the damage that would normally be inflicted by a weapon when parried by a shield.
- Modifiers: requires a P.S. of 22+ to use (else -4 to parry)
Colt Anaconda
- Range: 150'
- Damage: 6D6
- Rate of Fire: Single shots only
- Payload: 6 chamber side-loading cylinder
- Weight: 3.7 lbs.
- Features: W.P. Handguns, .44 magnum cartridge
- Modifiers: None
- Book Reference: HUGMG
3 x Smoke Grenades
- Weight: 10 ounces (283 grams)
- Effective Casualty Radius: 20ft.
- Effective Range: 100ft.
- Damage: None; creates a smoke filled area to provide protective cover (opponents can not see into or through the smoke) or as a signal. Opponents whose vision is obscured by the smoke are -6 to strike.
- Color: Yellow
S.D.C. by Location:
- Arms: 90 each
- Legs: 100 each
- Main Body: 250
- *Body Camera: 15
Weight: 6 lbs
Modifiers:
- AR: 17
- *Body Camera (-2 to strike via aimed shot only)
Features:
- Hyper-mimetic alloy fibers change size and molecular composition to fit wearer regardless of APS powers, shape or size changes.
- Built-in short range encrypted radio transceiver (Omega freq only).
- Built-in RFID transponder for C.S.P.D. verifies wearer is a Centurion to all C.S.P.D. and their precise GPS location within 20'
- Body Camera located in center of chest.
- Anti-Tamper system
- Wrist mounted computer - allows real-time tracking of Omega agents in the field
Joyse's Magic Die (Patron Item)
An ancient-looking one inch square die depicting water fowl and a number of pips on each facing.
Unique Enchanted Item
S.D.C.: Indestructible
Magic Features
- Once per day, the owner can call upon the power of the die to grant a modifier of -2 to +2 to any die roll.
- Once per day, the owner can call upon the power of the die to grant a re-roll of any one die roll.
- Once per day, the owner can call upon the power of the die to negate one Critical Failure.
- This depletes the die for the rest of the day, and it may no longer be used until the next sun-up.
Curse: The owner gradually becomes more reliant on luck, and may develop a gambling problem.
History: This die enters the historical record in the possession of an inscrutable figure known only as the "Dark Lord of the game table" in the Western Empire at the height of that Empire's decadence who amassed a fortune in the salons of the elite and came to a predictably bad end in the taverns of the lowly.
First Aid Kit
Fold-able gas mask
(4) Signal flares
Passive nightvision goggles
- Chef Icky
- Diamond Level Patron
- Posts: 444
- Joined: Tue Jul 07, 2015 4:04 pm
- Location: Phase World: Galactic Adventurers
- Contact:
Re: Registration!!!
Chef Icky
Player Name: Eric
YIM Handle: uncle_servo
Hangouts: uncle.servo
Eric's PP Ledger Entry
Character Name: Iktinos
Alias: Usually "Icky" or "Chef Icky"
Race: Space Minotaur
O.C.C.: Former Warlock Marine, Currently a Priest of Dionysus (he prefers “freelance holy combat chef”)
Alignment: Aberrant
XP Level: Level 8 Warlock Marine (Frozen), Level 6 Rifts Priest
XP Points: 71,201 (Frozen); 32,724 2023-06-01 DSM
Next Level @ XP: 96,401 (Frozen); 34,601
Sentiments/Non-Humans: Icky figures their credits spend just as well as humans’. Just about the only races he has a problem with are Splugorth and their minions.
Sentiments/Coalition: Icky's never heard of the Coalition. If asked he might reply with something like, "Dunno, ain't familiar wit' it. Do ya serve it wit' red or white wine?"
Disposition: Icky is your quintessential 'tough guy' -- normally good-natured yet somewhat abrasive and prone to moments where he uses his size and appearance to intimidate others into getting what he wants -- until the subject turns to food. Icky then undergoes a complete change of personality; he loves talking at length with anyone who is knowledgeable about cooking (or at least is willing to listen).
Insanities:
I.Q.: 18 (+4% one-time bonus to all skills; included in skill percentages)
M.E.: 11
M.A.: 12
P.S.: 36 (Supernatural; +21 SDC on restrained punch. Also see lifting/carrying/encumbrance)
P.P.: 24 (+5 parry, dodge and strike bonus in HtH combat)
P.E.: 29 (+28% vs coma/death. +7 vs magic/poison)
P.B.: 14
Speed: 29 (can run 20.7 yards/meters per attack/action, 145 yards/meters per melee round and 580 yards/meters per minute)
PHYSICAL DATA
PPE: 114
ISP: 68
MDC: 214
Age: 215 Standard Years
Sex: Male
Height: 9' tall
Weight: 800 pounds (360 kg)
Description: Icky is a massive barrel-chested, bronze-skinned, hoofed-footed humanoid with the head and shiny black horns of a bull and red eyes that sparkle with an intelligence uncommon for his race. He is usually seen in standard fatigues with twin bandoliers crossed over his chest -- one holding the obligatory grenades, ammo clips, and assorted combat accessories and the other holding spices, utensils, and other items one would find in the possession of a gourmet chef. His "chef's belt" (as he calls it) is almost always either on his person or within easy reach; he feels naked without it.
Racial Abilities
Level One
O.C.C. Skills (Color indicates frozen skills)
Boxing
Body Building
Climbing 84%/74% (+5%)
Computer Operation 89% (+5%)
Dance 84% (+5%)
Detect Ambush 89% (+5%)
Detect Concealment 79% (+5%)
Hand to Hand: Expert
Language: Dragonese/Elven 92% (+3%); using Welsh
Language: Demogogian 92% (+3%); using Uzbek
Language: Faerie Speak 92% (+3%); using Frisian
Language: Gobblely 92% (+3%); using Turkish
Language: Greek 98% (104%)
Language: Trade One 98% (104%) (+5%); using Latin
Literacy: Dragonese/Elven 84% (+5%)
Literacy: Demogogian 84% (+5%)
Literacy: Trade One 98% (104%) (+5%)
Land Navigation 74% (+4%)
Lore: Demons & Monsters 84% (+5%)
Mathematics: Basic 98% (99%) (+5%)
Pilot: Power Armor Elite (Warlock Combat Armor)
Pilot: Robots and Power Armor 84% (+3%)
Pilot Tanks & APCs 82% (+4%)
Radio: Basic 98% (99%) (+5%)
Sensory Equipment 89% (+5%)
Weapon Systems 98% (109%) (+5%)
Wilderness Survival 74% (+5%)
W.P. Energy Pistol -- equal to 8th level
W.P. Energy Rifle -- equal to 8th level
W.P. Staff
W.P. Targeting
O.C.C. Related Skills (Color indicates frozen skills)
Appraise Goods 79% (+5%) -- taken twice (not applicable to military goods, bionics, technology, livestock, slaves, or rarities, does apply to magic items)
Barter 55% (+4%)
Basic Electronics 49% (+5%)
Basic Mechanics 64% (+5%)
Brewing: Medicinal 79%/84% (+5%)
Demolitions 75% (+3%)
Demolitions Disposal 95% (+3%)
Field Armorer & Munitions Expert 74% (+5%)
Holistic Medicine 74%/64% (+5%)
Identify Plants & Fruits 74% (+5%)
Literacy: Trade Four 49% (+5%)
Law: Space: CCW/Phase World 65% (+5%)
Lore: Galactic/Alien 60% (+5%)
Navigation 79% (+5%)
Pilot Hovercraft 98% (99%) (+5%)
Pilot: Jet Packs 59% (+4%)
Pilot Small Spacecraft 95% (+3%)
Preserve Food 79% (+5%)
Recognize Weapon Quality 85% (+5%)
W.P. Energy Heavy -- equal to 4th level
W.P. Sword -- equal to 12th level
Zero Gravity Movement and Combat 98% (152%) (+4%)
Secondary Skills
Brewing: Basic 98% (99%) chance of success, 98% (104%) quality of drink (professional quality) (+5%)
Chemistry: Pharmaceutical 98% (104%) (+5%)
Cook 98% (109%; professional quality) (+5%)
Language: Trade Four = 98% (120%) (+3%)
Prowl 98% (99%) (+5%)
Combat Data (Combat skill is frozen)
HTH Type: Expert
Number of Attacks: 8
Initiative Bonus: +3
Strike Bonus: +10
Parry Bonus: +13
Dodge Bonus: +14
HTH Damage Bonus: +21
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +8
Bonus to Disarm: +4
Other:
Number of Attacks: 12
Initiative Bonus: +5
Melee Strike Bonus: +14
Ranged Strike Bonus: +3
Parry Bonus: +16
Dodge Bonus: +15 (+17 while on the ground)
HTH Damage Bonus: +30 S.D.C.
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +12
Bonus to Disarm: +7
Bonus vs. Magic: +13
Other:
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
W.P. Energy Pistol -- +4 strike
W.P. Energy Rifle -- +4 strike
W.P. Energy Heavy -- +3 strike
W.P. Paired Weapons
W.P. Staff -- +2 strike; +2 parry
W.P. Sword -- +5 strike; +4 parry; +3 strike when thrown
W.P. Targeting -- +2 strike
Saving Throw Bonuses
Coma/Death: +28%
Magic (varies): +10
Lethal Poison (14+): +9
Non-Lethal Poison (16+): +9
Insanity (12+):
Psionics (varies): +3 vs mind controlling psionics
Other:
Equipment
Carried/In Hand
Utility Belt
Bandolier
Chef’s Belt
Backpack
Stored on board the Dime Store Magic
Credits/Valuables:
"Sarge" -- Icky's Warlock Combat Armor
Class: Techno-wizard assault armored exoskeleton.
Crew: One.
M.D.C. by Location:
Speed:
Statistical Data:
Player Name: Eric
YIM Handle: uncle_servo
Hangouts: uncle.servo
Eric's PP Ledger Entry
Character Name: Iktinos
Alias: Usually "Icky" or "Chef Icky"
Race: Space Minotaur
O.C.C.: Former Warlock Marine, Currently a Priest of Dionysus (he prefers “freelance holy combat chef”)
Alignment: Aberrant
XP Level: Level 8 Warlock Marine (Frozen), Level 6 Rifts Priest
XP Points: 71,201 (Frozen); 32,724 2023-06-01 DSM
Next Level @ XP: 96,401 (Frozen); 34,601
Sentiments/Non-Humans: Icky figures their credits spend just as well as humans’. Just about the only races he has a problem with are Splugorth and their minions.
Sentiments/Coalition: Icky's never heard of the Coalition. If asked he might reply with something like, "Dunno, ain't familiar wit' it. Do ya serve it wit' red or white wine?"
Disposition: Icky is your quintessential 'tough guy' -- normally good-natured yet somewhat abrasive and prone to moments where he uses his size and appearance to intimidate others into getting what he wants -- until the subject turns to food. Icky then undergoes a complete change of personality; he loves talking at length with anyone who is knowledgeable about cooking (or at least is willing to listen).
Insanities:
- Obsession with cooking and food in general. Covets and pays for only the finest foods and drinks available; complains about common or plain food and prefers not to eat it whenever possible.
- Obsession with wealth/money. Icky himself explains why he left the UWW with the phrase, "yer not gonna become stinkin' wealthy cookin' for da Marines." Icky will at least consider doing almost anything if the price is right.
- Hatred of slavers and Splugorth minions. Only a substantial reward for live capture will keep him from bringing back a slaver/minion in a body bag. Likely to kill them with his bare hands if at all possible to avoid paying for the spent ammo.
I.Q.: 18 (+4% one-time bonus to all skills; included in skill percentages)
M.E.: 11
M.A.: 12
P.S.: 36 (Supernatural; +21 SDC on restrained punch. Also see lifting/carrying/encumbrance)
P.P.: 24 (+5 parry, dodge and strike bonus in HtH combat)
P.E.: 29 (+28% vs coma/death. +7 vs magic/poison)
P.B.: 14
Speed: 29 (can run 20.7 yards/meters per attack/action, 145 yards/meters per melee round and 580 yards/meters per minute)
PHYSICAL DATA
PPE: 114
ISP: 68
MDC: 214
Age: 215 Standard Years
Sex: Male
Height: 9' tall
Weight: 800 pounds (360 kg)
Description: Icky is a massive barrel-chested, bronze-skinned, hoofed-footed humanoid with the head and shiny black horns of a bull and red eyes that sparkle with an intelligence uncommon for his race. He is usually seen in standard fatigues with twin bandoliers crossed over his chest -- one holding the obligatory grenades, ammo clips, and assorted combat accessories and the other holding spices, utensils, and other items one would find in the possession of a gourmet chef. His "chef's belt" (as he calls it) is almost always either on his person or within easy reach; he feels naked without it.
Racial Abilities
- Horror Factor: 11
- Nightvision – 100’/30.5 m (can see in total darkness)
- Good color vision
- Superior sense of smell
- Fire and cold resistant (does half damage)
- Fatigues at half the normal rate of humans
- Perception: 58%
- Max. Encumbrance: 880 pounds (Fatigues at half the normal rate of humans)
- Max. Carrying Weight: 1,800 lbs
- Max. Lifting Weight: 3,600 lbs
- Max. Jumping Ability: 21.6’ across/10.8’ high standing still; 54’ across/27’ high with a running start.
- Standard Warlock Marine attribute, combat and resistance bonuses (factored into final stats)
- Can drink enormous quantities of alcohol without ill effect; Warlock Marines are famous for being able to drink any sapient under a table.
- Special Abilities for Priests of Dionysus
- Level 1 -- Water to Wine
- Level 2 -- One with Nature
- Level 4 -- Mystic Herbology (modified)
- Level 8 -- Cast Metamorphosis: Animal or Insect
- Spell Casting
- Prayer of Communion
- Remove Curse
- Resurrection
- See the Invisible
- Sixth Sense
- Speed Reading
- Telepathy
- Total Recall
Level One
- Cloud of Smoke (2)
- Globe of Daylight (2)
- Lantern Light (1)
- Thunderclap (4)
- Cleanse (6)
- Fear (5)
- Manipulate Objects (2+)
- Turn Dead (6)
- Armor of Ithan (10)
- Breathe Without Air (5)
- Light Healing (6)
- Negate Poison/Toxin (5)
- Paralysis: Lesser (5)
- Cure Minor Disorders (10)
- Magic Net (7)
- Seal (7)
- Watchguard (10)
- Eyes of Thoth (8)
- Heal Wounds (10)
- Horrific Illusion (10)
O.C.C. Skills (Color indicates frozen skills)
Boxing
Body Building
Climbing 84%/74% (+5%)
Computer Operation 89% (+5%)
Dance 84% (+5%)
Detect Ambush 89% (+5%)
Detect Concealment 79% (+5%)
Hand to Hand: Expert
Language: Dragonese/Elven 92% (+3%); using Welsh
Language: Demogogian 92% (+3%); using Uzbek
Language: Faerie Speak 92% (+3%); using Frisian
Language: Gobblely 92% (+3%); using Turkish
Language: Greek 98% (104%)
Language: Trade One 98% (104%) (+5%); using Latin
Literacy: Dragonese/Elven 84% (+5%)
Literacy: Demogogian 84% (+5%)
Literacy: Trade One 98% (104%) (+5%)
Land Navigation 74% (+4%)
Lore: Demons & Monsters 84% (+5%)
Mathematics: Basic 98% (99%) (+5%)
Pilot: Power Armor Elite (Warlock Combat Armor)
Pilot: Robots and Power Armor 84% (+3%)
Pilot Tanks & APCs 82% (+4%)
Radio: Basic 98% (99%) (+5%)
Sensory Equipment 89% (+5%)
Weapon Systems 98% (109%) (+5%)
Wilderness Survival 74% (+5%)
W.P. Energy Pistol -- equal to 8th level
W.P. Energy Rifle -- equal to 8th level
W.P. Staff
W.P. Targeting
O.C.C. Related Skills (Color indicates frozen skills)
Appraise Goods 79% (+5%) -- taken twice (not applicable to military goods, bionics, technology, livestock, slaves, or rarities, does apply to magic items)
Barter 55% (+4%)
Basic Electronics 49% (+5%)
Basic Mechanics 64% (+5%)
Brewing: Medicinal 79%/84% (+5%)
Demolitions 75% (+3%)
Demolitions Disposal 95% (+3%)
Field Armorer & Munitions Expert 74% (+5%)
Holistic Medicine 74%/64% (+5%)
Identify Plants & Fruits 74% (+5%)
Literacy: Trade Four 49% (+5%)
Law: Space: CCW/Phase World 65% (+5%)
Lore: Galactic/Alien 60% (+5%)
Navigation 79% (+5%)
Pilot Hovercraft 98% (99%) (+5%)
Pilot: Jet Packs 59% (+4%)
Pilot Small Spacecraft 95% (+3%)
Preserve Food 79% (+5%)
Recognize Weapon Quality 85% (+5%)
W.P. Energy Heavy -- equal to 4th level
W.P. Sword -- equal to 12th level
Zero Gravity Movement and Combat 98% (152%) (+4%)
Secondary Skills
Brewing: Basic 98% (99%) chance of success, 98% (104%) quality of drink (professional quality) (+5%)
Chemistry: Pharmaceutical 98% (104%) (+5%)
Cook 98% (109%; professional quality) (+5%)
Language: Trade Four = 98% (120%) (+3%)
Prowl 98% (99%) (+5%)
Combat Data (Combat skill is frozen)
HTH Type: Expert
Number of Attacks: 8
Initiative Bonus: +3
Strike Bonus: +10
Parry Bonus: +13
Dodge Bonus: +14
HTH Damage Bonus: +21
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +8
Bonus to Disarm: +4
Other:
- Kick attack (1D8)
- Karate Punch
- 6D6 +21 SDC on a restrained punch
- 5D6 MD on a full strength punch
- 1D6x10 MD on a power punch (counts as two melee attacks)
- 5D6 MD on a karate-style kick
- A charging head butt with horns acts as a power punch (counts as two attacks), plus it has a 60% chance of knocking the victim down. Victims lose two melee attacks/actions and initiative (in addition to damage).
- 1D4 MD on Backhand Strike
- W.P. Paired Weapons
- Critical Strike on an unmodified roll of 18, 19, 20.
- Automatic KO on natural 20 (boxing); victim remains unconscious for 1d6 melees
- Body flip/throw: does 1D6 damage, victim loses initiative and 1 attack.
Number of Attacks: 12
Initiative Bonus: +5
Melee Strike Bonus: +14
Ranged Strike Bonus: +3
Parry Bonus: +16
Dodge Bonus: +15 (+17 while on the ground)
HTH Damage Bonus: +30 S.D.C.
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +12
Bonus to Disarm: +7
Bonus vs. Magic: +13
Other:
- 1d6x10 SDC on a restrained punch
- 6d6 MD on a full strength punch
- 2d4x10 MD on a power punch (counts as two melee attacks)
- 6d6 MD on a karate-style kick
- Full Speed Running Ram does double punch damage, plus it has a 50% chance of knocking opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes MD and is knocked off his feet, losing two melee attacks/actions and initiative.
- 1d4 MD on Backhand Strike
- W.P. Paired Weapons
- Critical Strike on an unmodified roll of 18, 19, 20.
- Automatic KO on natural 20 (boxing); victim remains unconscious for 1d6 melees.
- Body flip/throw: does 1D6 damage, victim loses initiative and 1 attack.
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
W.P. Energy Pistol -- +4 strike
W.P. Energy Rifle -- +4 strike
W.P. Energy Heavy -- +3 strike
W.P. Paired Weapons
W.P. Staff -- +2 strike; +2 parry
W.P. Sword -- +5 strike; +4 parry; +3 strike when thrown
W.P. Targeting -- +2 strike
Saving Throw Bonuses
Coma/Death: +28%
Magic (varies): +10
Lethal Poison (14+): +9
Non-Lethal Poison (16+): +9
Insanity (12+):
Psionics (varies): +3 vs mind controlling psionics
Other:
- +2 vs Horror Factor
- +10 vs mind controlling drugs
- +9 vs disease/toxins
Priest Experience Table
Equipment
Carried/In Hand
- V-81 Volcano Mark-1 Plasma Discharger (Rifle Configuration)
- Giran's Green-Glowing Magic Sword (worn on back)
- Darkwing -- an enchanted long sword (worn on back)
- Set of everyday fatigues
- Holographic Personal Computer (with additional recipe/cooking database and ability to uplink to other computers -- especially ship's galley computers)
- Comlink
- Universal Language Translator (including Demongoggian)
- Backpack
- Utility Belt
- Bandolier
- Chef’s Belt
- Enhanced Nuclear Grav-Pack
- CAF Heavy Battle Armor with integral N-40B Heavy Force Field
Utility Belt
Bandolier
Chef’s Belt
Backpack
Stored on board the Dime Store Magic
Credits/Valuables:
"Sarge" -- Icky's Warlock Combat Armor
History
Model Type: W-1 Class: Techno-wizard assault armored exoskeleton.
Crew: One.
M.D.C. by Location:
- Shoulder Plates (2) - 120 each
- Mini-Missile Launcher (2, 1 on each shoulder) - 90
- Arms (2) - 150 each
- Legs (2) - 200
- * Head - 120/50
- ** Main Body - 400
- *** Armor of Ithan Force Field - 100
- *Destroying the head will eliminate all forms of optical enhancement and sensory systems. The pilot is forced to rely on his own human vision and senses. However, the mystical link between armor and wearer is not lost and the wearer can continue to fight, albeit with reduced abilities. The wearer only loses one attack per melee and half the power armor combat bonuses from such damage. NOTE: Whenever the head armor is depleted, a mini-armor of Ithan bubble comes online, protecting the head from further damage. An additional 50 M.D. must be inflicted to damage the pilot. Hitting the head requires a called shot at -3 to strike.
- ** Depleting the M.D.C. of the main body will shut the armor down completely, making it useless.
- *** The force field can be activated up to three times over a 24 hour period. Each field will last 10 minutes or until its M.D.C. is depleted, whichever comes first.
Speed:
- Running: Can run at up to 70 mph (112.6 kmph) maximum. Note that the act of running does tire out the operator, but at only 10% of the normal fatigue rate.
- Flying: Not possible. Icky must rely on his grav-pack instead.
- Range: Limited only by the endurance of the pilot.
Statistical Data:
- Height: One foot (0.3 m) taller than the wearer (in Icky’s case, 10 feet/3 m overall).
- Width: 4 to 6 feet (1.2 to 1.8 m) wide, depending on the size of the pilot (in Icky’s case, 7 feet wide).
- Length: 3 feet (0.9 m) average.
- Weight: 450 lbs. (202.5 kg) to 1,200 lbs. (544 kg).
- Physical Strength: Equal to a supernatural P.S. 45!
- Cargo: None
- Power System: Anti-matter and magic; average energy life of 50 years.
Weapon Systems
Sensor Systems
Corrupted Suit Stats
Icky's Corrupted Power Armor had taken on a Deevilish appearance and exhibits new powers and characteristics. The legs of both the armor and its wearer have taken on a more goat-like appearance, and shaggy metallic fur appears in patches. The upper torso, shoulder and legs of the armor appear more organic, and an additional set of horns curl out from the helmet. Even the weapons have morphed and changed. The result is a suit of power armor that bears little resemblance to the original Warlock Combat Armor.
The Time Relic
Food is da universal language, an' me galley is da universal translator.
Don't ya mess wit' either one while I'm 'round. An' especially when I ain't 'round.
------------------------------
- Max Bodily MDC: 187 ... Max ISP: 48 ... Max PPE: 12
- Armor Max MDC: 120 ... Force Field Max MDC: 110
- Natural Abilities: HF 11 ... 100’ nightvision (can see in total darkness) ... Fire/cold does 1/2 damage ... Fatigues at half rate of normal humans ... Lift 3,600 lbs & carry 1,800 lbs ... Jump 21.6’ across/10.8’ high standing; 54’ across/27’ high with running start
- Combat Notes: 8 APM ... +3 initiative; +11 strike; +13 parry; +14 dodge; +4 roll, disarm; +8 pull; +21 PS bonus ... Critical Strike on an unmodified 18-20 ... Boxing: auto KO on nat 20 for 1d6 melees ... Paired Weapons ... Body flip/throw
Don't ya mess wit' either one while I'm 'round. An' especially when I ain't 'round.
------------------------------
- Max Bodily MDC: 187 ... Max ISP: 48 ... Max PPE: 12
- Armor Max MDC: 120 ... Force Field Max MDC: 110
- Natural Abilities: HF 11 ... 100’ nightvision (can see in total darkness) ... Fire/cold does 1/2 damage ... Fatigues at half rate of normal humans ... Lift 3,600 lbs & carry 1,800 lbs ... Jump 21.6’ across/10.8’ high standing; 54’ across/27’ high with running start
- Combat Notes: 8 APM ... +3 initiative; +11 strike; +13 parry; +14 dodge; +4 roll, disarm; +8 pull; +21 PS bonus ... Critical Strike on an unmodified 18-20 ... Boxing: auto KO on nat 20 for 1d6 melees ... Paired Weapons ... Body flip/throw