Doctor White (Promethean Phase Adept)
Posted: Wed Dec 23, 2020 5:39 am
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: 7
XP Points:45,678 (Nurse Ratchet 02OCT24)
Next Level @ XP: 62,001
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.: 509 (+15/level)
H.P.: 173 (+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, 74% 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: 78% (+3%/level)
Invoke Trust/Intimidate: 50%
Max. Encumbrance: 400lbs
Max. Carrying Weight: 1650lbs
Max. Lifting Weight: 3300lbs
Max. Jumping Ability: 63.5ft length (+2/level) and 27.5ft 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)
Enhanced perception (10)
Mind bond (10)
Hypnotic suggestion (6)
Bio-manipulation (10)
Telemechanics (10)
Telekinetic Force field (30)
Empathic transmission (6)
Telemechanic mental operation (12)
Psychosomatic disease (30)
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)
Phase warp: Split persona (30/limb or body part)
Spatial distortion: Self (15)
O.C.C. Skills
Language and Literacy: Promethean ☞ 113%(+1%)
Language and Literacy: Trade Two ☞ 127%(+3%)
Language: Trade 4 ☞ 98%(+3%)
Language: Trade 5 ☞ 98%(+3%)
Basic math ☞ 103%(+5%)
Advanced math ☞ 103%(+5%)
Galactic Lore ☞ 73%(+5%)
Pilot: Small Spacecraft ☞ 111%(+3%)
Pilot: Robots and Powered Armor ☞ 100%(+3%)
RPA Combat: Basic
Prowl ☞ 83%(+5%)
Detect Ambush ☞ 93%(+5%)
WP Sword
WP Energy Pistol
WP Energy Rifle
HtH: Martial Arts
O.C.C. Related Skills
Paramedic ☞ 93%(+5%)
Boxing
Acrobatics
--Sense of Balance ☞ 108% (+5%)
--Walk Tightrope/High Wire ☞ 94% (+3%)
--Climb rope ☞ 107% (+2%)
--Back Flip ☞ 108% (+5%)
--Basic climb ability ☞ 40%
Biology ☞ 73%(+5%)
Xenology ☞ 73%(+5%)
RPA Combat: Elite (Power Armor- Ground)
[EP] Pathology ☞ 68%(+5%)
[EP] Chemistry ☞ 58%(+5%)
[EP] Medical Doctor ☞ 88/78%(+5%)
Zero-G Movement ☞ 105% (+5%; selected at 4th level)
RPA Combat: Elite (Power Armor- Flying) (Selected at 4th level)
Navigation: Space ☞ 63% (+5%; selected at 7th level)
Weapons Systems ☞ 63% (+5%; selected at 7th level)
Secondary Skills
Computer operation ☞ 83%(+5%)
WP Knife
Appraise goods ☞ 68%(+5%)
Lore: Magic ☞ 68%(+5%)
--Recognize magic symbols, runes, and circles ☞ 58% (+5%)
--Recognize enchantment ☞ 53% (+5%)
Radio: Basic ☞ 78%(+5%, selected at 3rd level)
Running (selected at 3rd level)
Brewing: Basic ☞ 38%/43% (+5%, selected at 6th level)
Language: Trade 1 ☞ 61% (+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), paired weapons, holds
+2 entangle, +2 disarm
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, +3 parry, +1 throw)
WP Knife (+3 strike, +3 parry, +3 throw)
WP Energy Pistol (+4 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
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: 7
XP Points:45,678 (Nurse Ratchet 02OCT24)
Next Level @ XP: 62,001
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.: 509 (+15/level)
H.P.: 173 (+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, 74% 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: 78% (+3%/level)
Invoke Trust/Intimidate: 50%
Max. Encumbrance: 400lbs
Max. Carrying Weight: 1650lbs
Max. Lifting Weight: 3300lbs
Max. Jumping Ability: 63.5ft length (+2/level) and 27.5ft 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)
Enhanced perception (10)
Mind bond (10)
Hypnotic suggestion (6)
Bio-manipulation (10)
Telemechanics (10)
Telekinetic Force field (30)
Empathic transmission (6)
Telemechanic mental operation (12)
Psychosomatic disease (30)
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)
Phase warp: Split persona (30/limb or body part)
Spatial distortion: Self (15)
O.C.C. Skills
Language and Literacy: Promethean ☞ 113%(+1%)
Language and Literacy: Trade Two ☞ 127%(+3%)
Language: Trade 4 ☞ 98%(+3%)
Language: Trade 5 ☞ 98%(+3%)
Basic math ☞ 103%(+5%)
Advanced math ☞ 103%(+5%)
Galactic Lore ☞ 73%(+5%)
Pilot: Small Spacecraft ☞ 111%(+3%)
Pilot: Robots and Powered Armor ☞ 100%(+3%)
RPA Combat: Basic
Prowl ☞ 83%(+5%)
Detect Ambush ☞ 93%(+5%)
WP Sword
WP Energy Pistol
WP Energy Rifle
HtH: Martial Arts
O.C.C. Related Skills
Paramedic ☞ 93%(+5%)
Boxing
Acrobatics
--Sense of Balance ☞ 108% (+5%)
--Walk Tightrope/High Wire ☞ 94% (+3%)
--Climb rope ☞ 107% (+2%)
--Back Flip ☞ 108% (+5%)
--Basic climb ability ☞ 40%
Biology ☞ 73%(+5%)
Xenology ☞ 73%(+5%)
RPA Combat: Elite (Power Armor- Ground)
[EP] Pathology ☞ 68%(+5%)
[EP] Chemistry ☞ 58%(+5%)
[EP] Medical Doctor ☞ 88/78%(+5%)
Zero-G Movement ☞ 105% (+5%; selected at 4th level)
RPA Combat: Elite (Power Armor- Flying) (Selected at 4th level)
Navigation: Space ☞ 63% (+5%; selected at 7th level)
Weapons Systems ☞ 63% (+5%; selected at 7th level)
Secondary Skills
Computer operation ☞ 83%(+5%)
WP Knife
Appraise goods ☞ 68%(+5%)
Lore: Magic ☞ 68%(+5%)
--Recognize magic symbols, runes, and circles ☞ 58% (+5%)
--Recognize enchantment ☞ 53% (+5%)
Radio: Basic ☞ 78%(+5%, selected at 3rd level)
Running (selected at 3rd level)
Brewing: Basic ☞ 38%/43% (+5%, selected at 6th level)
Language: Trade 1 ☞ 61% (+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), paired weapons, holds
+2 entangle, +2 disarm
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, +3 parry, +1 throw)
WP Knife (+3 strike, +3 parry, +3 throw)
WP Energy Pistol (+4 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