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: 6 XP Points: 29,191 (Updated 10/1/2024 by Dawg) Next Level @ XP: 48,000 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.: 17
(+3%)
M.E.: 16
(+1)
M.A.: 19
(55%)
P.S.: 32 (SN)
5d6 restrained, 4d6 full strength, 1d4*10 on a power punch
P.P.: 25
(+5)
P.E.: 23 (SN)
(+16%, +4)
P.B.: 22
(60%)
Speed: 78 (Approx. 55 MPH or 88.5 KM/H), 70mph Downhill Ski, *3 spd skating
PHYSICAL DATA
P.P.E.: 196 (+2d6 /lvl)
I.S.P.: 133 (+1d6+1 /lvl)
M.D.C.: 274 (+2d6 /lvl)
Age: 19
Sex: M
Height: 5 feet 4 to 5 feet 9, depending on how he stands
Weight: 200lbs
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: 66% see rules here
Charm/Impress: 60%
Invoke Trust/Intimidate: 55%
Max. Encumbrance: 240lbs
Max. Carrying Weight: 1550 pounds/540kg
Max. Lifting Weight: 3100 pounds/1080kg for 21 minutes.
Max. Jumping Ability: 46.5 feet in length, 23.25 feet in height
Max Depth in Option: 2000 feet.
Matheis81 (GM Consumer) @Bertrand K 2k' seems the limit, Bertrand K: Thats way better than what the 40k armors get me. 12:0& PM (CST), 7/7/2023 Templars Chat.
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
Fire Energy Bolts:
5D6 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
Impervious to Energy. Immune to lasers/ion blasts/particle beams, plasma bolts, electricity, fire, heat, radiation!
Magic created Energy and Ley line storms inflict half damage!
Steal & Redirect Ley Line energy.
The Knight can prevent others from drawing on leyline energy at a particular location along that line. 50ft/lvl. He can also steal PPE summoned by one or more mages during a time of power (eclipse/solstice/ritual) by redirecting the flare of energy into himself instead of the persons who draw it out in the first place. At key moments of the ceremony, the Knight can steal 1d6*10% of the energy and draw it to himself. He can use the stolen energy for his own magic. In all cases, the character must know who is drawing on the energy, have line of sight visual contact and be within 200 feet. This extra energy can be held and used for ten minutes/lvl after which any energy beyond his normal PPE capacity is released harmlessly. P.28 MadHaven
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: 40 miles, 53%
10 miles (16 km) per level of experience. Can tell whether it is near or far and follow the feeling to the location of the ley line. 30% +5% per level.
Sense Ley Line Nexus: 63%
Can follow ley line to as many nexus points as it may have. 40% +5% per level.
Sense a Rift: 80 miles.
Will automatically feel the sensation of a rift opening/closing anywhere within 60 miles (80 km) of him. Increase the sensing range 10 miles per each additional level of experience starting with level 2. Cannot tell exactly where it is, but knows if it is near/far and whether it is big/small. NOTE: when actually on a ley line, he will know exactly where the rift is located and can sense one wherever it is, as long as it is on the ley line or a connecting line.
Sense Magic in Use: 500 ft
The expenditure of magic in the form of a spell, rifting, or techno-wizardry can be felt, if not seen, up to 100’ (30.5 m) away per level. Will not know the location or be able to trace it, but will feel its energy and know that magic is being used in the area of his sensing range. NOTE: does not include use of psionic powers.
See Magic Energy. 1000 ft
Faint aura whenever more than 20 PPE points are present. Can see things made invisible by magic and invisible things that are magical (uses 1 attack per melee). Doesn't work on Invisibility: Superior. Range: 1,000' (305 m)
Ley Line Phasing (Teleportation)
Automatic success to anywhere on the same ley line, including height (+20% prowl/hide if phasing into the air). Takes 1d4 melees of concentration time. Limits:Maximum 4 teleports per hour and maximum per 24-hour period is 4 +2 per level. Can only teleport himself and his possessions.
Ley Line Rejuvenation
2x rate of natural healing. Can also perform instant rejuvenation once per 24 hours – heals 20 HP, 20 SDC, plus 1d6 HP & 2d6 SDC per level (after 10 min. concentration). Cannot restore PPE/ISP this way.
Can Draw Twice as much PPE as normal from Ley Lines and Nexuses
Psionics Master Psionic
(Demigod Ability 9) Has all Healing Psionics and five Super Psionics.
I.S.P.: 6, Range: Self, Duration: Permanent, Saving Throw: None.
This is the ability to mentally heal oneself of disease, poison, or physical damage. Unfortunately, this ability can not be used to help others. The process requires one full minute of concentration, meaning the character can not use any other psionic power during that time. Bio-Regeneration does not restore missing limbs, but it does restore 206 Hit Points or 3 06 physical S.D.C. points per melee round. In addition, when cuts and scrapes are healed through bio-regeneration there is no scarring. This power can be used as often as once every other minute (every eight melee rounds).
I.S.P.:4, Self, or touch or 3ft, The ability to deaden pain; can be used as a pain killer which temporarily negates existing pain or as an anesthetic to be used for surgery.
I.S.P.: 6, Range: Self, Range: 30 feet per level of experience, Duration: One minute per level of experience.
This is a mental probe that will indicate the presence of psionic energy within the immediate area. The probe cannot be used to pinpoint the exact location of psychic energy, nor the level of power other than a vague sense of weak, medium, or powerful. Detect Psionics will indicate whether an individual is psychic when the probe is directed at a specific individual. However, while it will indicate the character possesses psychic ability, it does not reveal the type or strength of the character's powers other than low, medium, or high. It will also indicate whether a Group Mind Block is in effect and if a person is psionically possessed.
Range: Touch or within two feet of the corpse. Duration: Permanent results, but requires 1D4 melee rounds of focus and concentration by the psychic. If the person does not respond at the end of the 1D4 melee rounds, he or she is gone. Dead. I.S.P.: 8 Saving Throw: None if the subject wants to live. Standard if the subject has given up and lost the will to live.
This is exactly what it sounds like; the psychic reaches into the ether to call the life force that has departed the body to return by following the sound of his voice (or thoughts). The Call to Life may be spoken aloud or be silent through thought and willpower. Only the psychic and the departed hear both sides of any possible discussion on the matter.
Call to Life can only be attempted up to 15 minutes after death while the spirit of the deceased is still in a wandering limbo state looking “for the light” to follow into the afterlife.
Ideally, the body should be physically in one piece and largely undamaged, but even then success is not guaranteed. Likelihood of Success: 90% chance of success to call a person back from the dead (near death actually) when the individual has been asphyxiated/suffocated, strangled but the neck/spine is not broken, drowned, died from freezing/ hypothermia, or heart attack, and there is little or no other serious injury or damage to their body. These individuals make a full recovery within 3D6+6 minutes. Until then, they function at half their normal speed, number of melee attacks, and bonuses (all), and skill performance is also half. 70% chance of success with people who have died from poison, stroke, smoke inhalation, or a recoverable disease such as influenza, pneumonia, smallpox, measles, and similar illnesses. These individuals make a full recovery within 1D6 days. Until then, they function at half their normal speed, number of melee attacks, and bonuses (all), and skill performance is also half. 40% chance of a temporary reprieve and return to life for only 2D6 minutes, unless their body has been successfully restored/healed via advanced medicine, surgery, magic, psionics, etc., within the allotted time. This applies to people who have died from severe injury, serious heart condition or damage, multiple and severe wounds, a broken spine or neck, loss of limb(s), severe blood loss, internal injuries, severe burns from fire, deadly infection, a deadly chronic disease (cancer, heart disease, tuberculosis, etc.), or died in the midst of surgery. In these extreme and tragic cases, however, the return to life is for only 2D6 minutes. Enough time to say goodbye or to share vital information before the person dies. The only exception is if the damage to the body can be somehow restored or healed quickly, whether by magic, psionics, surgery, or advanced technology and medicine. Note: Call to Life does NOT restore damage done to the body or the mind, nor does it kill disease or heal physical injuries. It simply calls the person’s life force back into its body. Any present damage, poison, disease, or open wounds must be treated, neutralized, or healed via medicine, magic, or psionics, otherwise the individual continues to suffer and quickly dies again. Recovery after being Called to Life: In the first two cases, the deceased called back to life returns with 2D6 Hit Points (or M.D.C. as the case may be), no S.D.C., that quickly drain away if the individual continues to suffer from wounds, internal bleeding, and other grievous injury or illness that has not been addressed. If the body is whole and largely undamaged, the individual will recover completely. Hit Points (or M.D.C.) are restored by whatever is the normal recovery rate for that being and/or via magic or psionic healing.
Call to Life can be performed repeatedly on the same person, however, each subsequent attempt sees a cumulative -15% penalty applied to it.
Range: Touch. Duration: Instant, with lasting effects. Length of Trance: Two minutes (8 melee rounds). I.S.P.: 6
The Healing Touch is a remarkab le healing ability that can instantly heal cuts, bums, bruises and similar physical wounds. The touch restores 2D4 Hit Points or 2D6 S.D.C. The Heal ing Touch can only be used on other living creatures, never on the psychic himself.
I.S.P.: 8, Range: Self or others by touch, Duration: One minute per level of experience.
This power temporarily suppresses the chemical and psychological components of fear in the recipient. As a result, the character is unable to feel fear or is barely frightened even if intellectually he realizes he is in grave danger, or is facing a terrifying monster or situation. This enables the character to think rationally and take calm, calculated action, rather than respond with the typical "fight or flight" reactions of those who are scared. While this power is activated, the character automatically succeeds on any roll to resist Horror Factor, even if magically induced.
This power can be used on the psychic himself or on one or two others.
I.S.P.: 10, touch or 8ft, The healer can perform a Rite o f Exorcism that uses psychic energy to expel the loathsome being from its mortal, host body. A completely successful exorcism will free the victim of the supernatural force that controls him and send it back to its own non-earthly realm. A partially successful exorcism will drive the evil force out of the possessed person or animal, but does not send the damnable thing back to its own dimension. Thus, it can try to possess the psychic healer or flee to wander the Earth in search of a new victim. An exorcism can only be used on living people and animals whose bodies are inhabited by a supernatural entity or other type of invasive spirit, not symbiotes or psychic possession.
Roll to determine success for an exorcism at the end of the time period. First, roll to see if the being has been expelled from its victim's body. Success Ratio: 28% + 7% per each additional level of experience.
Second, roll to see if the thing is forced back into its own dimension. Success Ratio: 2 1 %+7% per each additional level of the psychic's experience. A failed roll means the creature can remain in our dimension, but it must leave the area and can not possess the same individual for at least six months. Note: The chance of a successful exorcism on a Nega-Psychic is reduced by half, as is the success ratio for sending the being back to its own dimension. The same is true of some of the more powerful supernatural beings capable of possession.
During the exorcism the possessing force can use whatever powers it may have, as well as physical attacks or any special psychic abilities of its host body. Fortunately, the Rite of Exorcism weakens the creature, reducing its number of attacks per melee by half. It is wise to always have one or more assistants to help defend against the being's attacks and actions. Sedating the physical host body will immobilize it, but will not prevent psychic attacks or the creature 's use of its own natural powers (if any). Too many assistants or spectators can be a liability, for the creature may attempt to flee by possessing one of them. An exorcism can be attempted on the same individual as often as the healer desires.
Increased Healing (10)
Induce Sleep (4)
(0) 93% (+5%/lvl) success. If successs, medidate immediately, otherwise try again in 5 minutes. Recover 6 ISP/hour, 6 PPE/lvl/hour (Currently 36). Can pick to recover ISP or PPE, but not both at the same time. 2 hours of meditation = 4 hours of sleep.
Psychic Diagnosis (4)
Psychic Purification (8)
Psychic Surgery (14)
(4) Range: 1,2 people max, 500 feet per lvl in most environments. Unlimited on astral plane. Tether allows subject anchored to this reality. Useful when subject is astral projecting(1), Subject can be tethered to an anchor in one dimension as they go into another one. Tether can snap when dimension portal closes(2), Subject can be tethered to stop them from succumbing to fear/hate/sorrow/powerful psychosois. +6 to save against horror attack or any psycological maladies via psionic attack.
Resist Fatigue (4)
Restore P.P.E. (4)
(4) The psychic is able to take away half the pain and suffering (and damage and penalties) one person is experiencing by absorbing half of it into his or her own body. This reduces damage, side-effects and their penalties, and the duration by half. However, the original victim and the psychic BOTH experience the damage, pain and penalties.
Stop Bleeding (2 for self, 4 for others)
(2) Range: Touch, Results in 15 seconds, last for one hour/lvl. Temporay transfer hitpoints to target
(4) Range: Touch, Results in 15 seconds, last for one hour/lvl or until isp used up.
(10)
Blind, -10 to strike/parry/dodge
Deafness, -6 to parry/dodge from behind, -3 to strike
Mute, -2 to strike/parry/dodge for first melee
Pain, -6 to strike/parry/dodge, -1 HP
Paralysis, immobilizes the motor part of brain. Arms/legs stop functioning. Victims incapacitated, spell casters cannot cast spells
Stun, Disorients/Confuses victim. -1 attack/ml, -4 to strike/parry/dodge/disarm/combat moves
Tissue Manip. -1 to strike/parry/dodge. Make victim feel itchy, hot, cold
Psionic Invisibility (10) Line of sight, 100 foot radius, victims -2 to save.
Telekinesis, Super (10) (+10 ISP per additional 100 lbs), +3 to strike, +4 to parry, 100ft/lvl, 2min/lvl, 1d4*10 sdc per 100lbs. MD damage when hurled object is over 100lbs, 1d4 MD/per 100 lbs.
Telekinetic ForceField (30), Self or 40 feet/lvl. 10min/lvl. Can parry energy and projectile attacks. -6 to dodge. 25 md/lvl. As large as 10ft diameter/lvl
Electrokinesis.
Resistance, 3min/lvl, (4)
Discharge, up to 1d6 sdc (2)
MD Attack, 1d6-3d6, 6isp/d6
Manip Electrical Devices, 2 min/lvl, 45 ft+5ft/lvl, turn on and off electrical devices, sense electronics.
Sense Electricity, 2 min, 45ft+5ft, Extreme sensitivity. 55%+5% per lvl, failed roll means detect only 1d6*10% of all devices.
(Order of WR)
(+1 Physical or Sensitive/lvl) (+1 super @lvl 4,9)
Sixth Sense (2) 90ft, +6 to init, +2 to parry, +3 to dodge, cannot be surprised by sneak attack.
See The Invisible (4)
See things that can turn invisible or naturally invisible: includes ghosts/entitles/elementals/astral beings
Resist Fatigue (4) Self, 1hr + 20min/lvl
Engage in physical activity without suffering from exhaustion
Mind Block (4) 10min/lvl, +1 to save vs psionics/mental attacks
block telepathy, empathy, hynotic suggestion, day dream, empathic transmission
Presence Sense (4)
Alerts Psychic to presense of SN Beings, Creatures of Magic and Monsters. Cannot pin point byt will give impression of distance: near (<50ft), far (>90 ft), how many: few (3-6), several (7-15), many (20-70), threat level: small/medium/big/huge. Can also sense humans/dbees, but not accurate. Just "we are not alone", one/two/many. More accurate when place is cleared out of life.
Alter Aura (2) 1hr/lvl
Manip aura to appear stronger: 30% more/weaker: half of what they are/sickly/no psionics/no magic/change alignment/weak, fatigued, sickly, emotionally disturbed or unstable, depressed/6 Isp to appear possessed or terminally ill
See Aura (6) 60 ft, 2 melees
Estimate level of experience: low(1-3), medium(407), high(8+). Presence of magic, Presense of psychi, high/low ppe, possessing entity existence, unusual human aberation: e.g. serious illness, insanity, not human, could be mutant or sn
Sense Evil (2) 140 feet, 2 min/lvl
A psychic can sense supernatural evil without spending a single isp. A few(2-6), several (7-14), many(15+). Registers intensity of source to particular room, object, character and distance.
Night Vision (4) 600 feet, 10 min/lvl
Can see in dark and amplify light, could be blinded for 3d4 rounds if exposed to sudden light source, can also change one's vision to polarized sight
Enhanced Perception (10) Self, 5min/lvl, +15% to Perception, +1 to strike, +2 to parry and dodge, and a +10% to any skill that relies on any of the basic senses, e.g. Intelligence, Tracking, Physical Skills (juggling/prowl/etc)
Enhanced Reflexes (10) Self, 2min/lvl, +1 attack, +3 to init, + 2 to parry and dodge, +2 to PP, +15% to any skill that requires on coordination or balance,
Minds Eye (8) Self, 100ft + 50ft/lvl, 2min/lvl, Allows character to see the shape of everything around him, even ppl/objects concealed by magic (except invis superior), no penalty when blinded or in complete darkness. Can sense everything around, interpret shape/distance/direction/speed at 70+2%/lvl, +3 init +1 to strike, +2 to parry and dodge, cannot be snuck upon or surprised. Heavy rain/smoke greatly hinders ability, negating bonuses and -30% to detect.
Pyrokinesis:
Fire Resistant: Self, 5 min/lvl, Can endure great heat/fire with minimal effect, Dmg reduced by half, Magic fires do full dmg. (2)
Spontaneous Combustion: 30 ft/9m away, Instant, Create a Spark that will ignite combustible material. Fire will last and spread until it is put out. (2)
Fuel Flame: 30ft/9m +5ft/1.5m per lvl, Instant, Double fire in size. (4)
Extinguish Flames: 30ft/9m +5ft/1.5m per lvl, Instant, Put out an area of fire (15 ft radius). (4)
Create Flame: 30ft/9m +2ft/0.6m per lvl, 2min/lvl (longer if it sets things on fire), Create 8ft/2.4 m pillar affecting 4ft/1.2m diameter of 6ft/1.8m wall of fire stretching 1ft/0.3m per lvl, 4d6 MD damage from pillar, 6d6 MD damage from wall, 72% of setting any combustible they touch ablaze (20)
Fire Ball: 30ft/9m +2ft/0.6m per lvl, Instant, Hurl Fireball, 1d6*10 SDC or 6d6 MD, +2 to strike. (25)
Sense Fire: 100ft/30.5Mm +5ft (1.5m) per lvl, 2 minutes of extreme sensitivity, 90% success, failed roll means detect 2d4*10% of fires. (2 ISP)
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.
Superhuman Agility (15): 30secs or 2 melees / lvl. 88% walk on a tightrope, can fight/leap/dodge on narrow beams, tightropes, ledges, not afraid of heights. +1 to init, +1 to parry, +5 to dodge, +5 to roll with impact, Autododge +5, Auto roll with impact, +20% to climb/rappell.
Invisibility to Sensors (16): 2min/lvl, Self or Touch, Invisible to high tech sensors, e.g. radar/sonar/thermal/nightvision/motion sensors. Save only if an organic intelligent life form is viewing the caster through high tech device, otherwise no save. If successful save, soldier can see the image via natural vision even though the mage doesn't register on the goggles themselves.
Swim as a Fish Superior (12): 10 min/lvl, self/touch, swim expertly, base skill 98%, swim speed of 20, +2 to parry/dodge while in water. Max Depth is two miles.
Stealth Walk (10): 5 min/lvl, self/touch, magically suppress any sound made by the enchanted while moving. Masks sounds of breathing/footfall/climbing/equipment attached/rustling/clanking/clunk, including body armor/weapons/etc. Character moves silently and gets a +20% bonus to Prowl. Magic is negated if moving faster than half his spd attr.
Targetted Deflection (15): 1 melee/lvl, self, can target deflection to 500ft + 50/lvl, Can deflect energy blasts/magic energy back to attacker+others.
To return to source, parry with bonus of +3, +PP bonuses and +Targetting bonuses. Roll > 13 means it is sent back to src, 5 <= Roll <= 13 means deflect out of harms way, 1-4 means blast hits. To return to other targets, parry without any bonuses and needs a +16 to strike. Mage can parry/deflect projectiles harmlessly away as deflect spell, including bullets, arrows, rail guns, tire balls.
Fighting Spirit (EP) (20): 2 ml per lvl of experience. +2 attacks per round, +1 init, +1 to strike with guns, +3 to strike in melee, +2 to disarm, parry, dodge, +4 to save vs HF, +2 to save vs possession, Crit on 18-20, karate kick (1d8), jump kick, paired weapons, leap attack.
Time Slip (20): 7 Seconds. Suspends time, enabling the caster to slip seven seconds into the future. All around lose 2 attacks that round, but the mystic retains all of his. Mage moves forward seven seconds while everyone else is stuck in past. Cannot physically hurt any living creature, but can move about the physical environment, open doors, grab an item, run. The effect will appear to others as if the caster disappeared for an instance and then reappear a few seconds later.
Skills (Generally Unavailable)
Holistic Medicine 48%/38% (+5%) (LVL3) (EP)
Medical Doctor 78%/68% (+5%) (LVL3) (EP)
Combat Data
HTH Type: Martial Arts
Number of Attacks: 7
Initiative Bonus: +10 (+1 on init at lvls 1,3,5,7,9,11,15)
Strike Bonus: +8
Parry Bonus: +11
Dodge Bonus: +12
HTH Damage Bonus: 5d6 SDC on a restrained punch. 4d6 on a full strength punch. 1d4*10 on a power punch.
Crit on unmodified 18,19,20
Bonus to Maintain Balance: +4, +10 on slopes
Bonus to Roll w/Punch/Impact: +15
Bonus to Pull a Punch: +7 (+1 to pull punch at 2,4,6,8,10,12,14)
Bonus to Disarm: +2
Bonus to Entangle: +2
Backhand: 1d4
Elbow: 1d6
Knee: 1d6
Kick Attack: 2d4
Body Block/Tackle: (Knock-Down)
Knee (Martial Arts): 2d4+1
Roundhouse Kick: 3d6+1
Axe Kick: 2d8+1
Body-Flip/Throw: Knock-Down, -1 to attacks/mel on crit
Karate Kick: 2d6+1
Karate Punch: 2d4
Backhand (MA): 1d6
Leg hook/Tripping: knock-down
Snap Kick: 1d6+1
Whell Kick: 2d6+1
Crescent Kick: 2d4+3
Leap Kick: 3d8+1, 2 melee attacks.
Leaping attack: AoE Power Strike, x2 damage +1, must be 1st action of round.
Auto Knockout/stun on Nat20
Crit on Nat20
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 -- +3 to strike, +2 to Parry, +1 to strike when thrown +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 -- +1 to strike, +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 -- +3 to strike - +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
W.P. Heavy M.D. Weapons -- +2 to strike - +1 to Strike at levels 2, 4, 7, 10, and 13.
W.P. Heavy Military Weapons -- +1 to strike - +1 to strike at levels 1, 3, 6, 10, and 14. (lvl2)
W.P. Dead Ball (-1 to dodge per ricochet) (lvl1)
P.P.E.: 145
I.S.P.: 57
M.D.C.: 231
Perception: 58% see rules here
Charm/Impress: 60%
Invoke Trust/Intimidate: 55%
Impervious to all Energy and Heat, Magic Fire, Ley Line Storms, Cold does half damage
Regenerates 1d6 x 5MDC every minute.
Code of Conduct of The Knights of TOWR:
Protect the lives and liberties of the innocent
Champion justice and equality for all
Fight evil in all its guises and against all odds
Destroy the Mystic Knights and their evil masters
Seek enlightenment, goodness and nobility
Dare to tread where others fear to go and where justice is most needed
Never betray a member of the OWR, never reveal the location of the camp under torture or threat of death
Carried/In Hand
None. Cal prefers his hands empty for casting.
Worn on Person JA-12 Laser Rifle TW Conduit Sword NG-A8 Scout Armor Utility Belt Bandoleer Backpack Waterproof bag
GM Discretion wrote:Favorable Contact within Merctown
Influential Contact Annias Cearcy Lokison, Archmagus & Guild Master of the Collegiate Arcane
Favorable Contact Harmon Hamm, Owner and Chef at the Celestial Dragon (Father's contact) (Could develop into some manifestation of Zhu Baije)
Minor Contact Jeffrey Longstrom, Employee at Ham's Radio. Can relay a message back to the Order of the White Rose
Utility Belt Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: TW Conduit Sword
• Attachment: Field Medic Kit
• Attachment: Snorkel Kit
• Attachment: Tinted Goggles
• Attachment: Field Medical Kit
• Attachment: Gas Mask
• Attachment: Canteen
Backpack Dimensional Pocket: Long Term (30 lbs; Duration 2 years (Good till April 20th, 113 PA) ~Consumer The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 39" long, 19" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Six petals from the White Rose. Two thorns
• Space: Two healing potions
• Space: 11 flares + 10 parachute flares
• Space: Cred Stick
• Space: Precious Stones/Metals
• Space: Rope
• Space: Snorkel Kit
• Space: Silver Cross, 2 wooden stakes.
• Space: Smoke Grenade
• Space: First Aid Kit
Bandoleer Bandooler has up to 12 spaces for grenades and eclips
• Smoke Grenade
• Smoke Grenade
• Smoke Grenade
• Smoke Grenade
• Self Rebreather
• Stun Grenade
• Eclip
• Eclip
• Eclip
• Eclip
• Eclip
• Eclip
Waterproof Bag
Clothes: Two sets of travelling clothes, One set of dress clothes, one set of black clothing.
Camping Equipment: Tent, One Canteens, Hatchet, 4 wooden stakes, Wooden Mallet
Exorcism Related: Silver Cross, Wooden Cross
New Purchases:
2 Work pants
2 Work Gloves
Work Boots
5 T-shirts
10 pairs of socks
10 Underwear
Work Coveralls
Rain Suit
10 100 pg Notebooks
10 Pencils
6 Plasma Grenades
4 Fragmentation Grenades
4 High Explosive Grenades
10 Stun Grenades
Credits/Valuables:
Non-Secure Cred Stick: 590 Credits (5/1/24 ~Consumer)
3,000 Credits worth of Precious Metals and Stones. (7/19/23 ~Consumer) Gear Stats
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
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.
Book Reference: P. 88, Mercops
Rebuilt Portable Language Translator
Weight: .5 lbs.
Features: Programmed with the common languages spoken in the Pacific; 3 hr. recording capacity
Accuracy: 98% for one speaker, 78% for multiple speakers
Waterproofed.
Book Reference: p.262, R:UE
Snorkel Kit
Contains: Diving mask, snorkel and fin package.
Note: All components are designed to fit over standard body armor.
Modifiers: Swim fins add 20% to swimming speed.
Self-Contained Rebreather
Contains: Rebreather and Filter
Note: All components are designed to fit over standard body armor.
Maximum Depth 130’
Oxygen Supply: 4 hours
Modifiers: None.
Waterproof Bag
Contains: A rubberized, waterproof bag with shoulder strap.
Note: Large enough to hold a standard energy rifle, four extra ammo clips, a walkie-talkie, canteen, flashlight and a few similar, small items.
Maximum Depth 1,000’
Smoke Grenade
Range: 120' thrown
Damage: -5 to combat actions in a 20-30' AoE
Stun/Flash Grenade
Range: 120' thrown
Damage: -1 APM, -1 to initiative, -8 to combat actions (w/o EBA or polarization) or -1 to initiative (w/protection) in a 20' AoE
Duration: 1D4 melees
Fragmentation Grenade
Range: 120' thrown
Damage: 2D4 M.D. to a 20' AoE
High Explosive Grenade
Range: 120' thrown
Damage: 3D4 M.D. to a 6' AoE
Plasma Grenade
Range: 120' thrown
Damage: 4D6 M.D. to a 12' AoE
Parachute Flare (single use item; 2 lbs, 1,000' altitude max, illuminates 250' AoE for 4 melees)
Field Medic Kit A compact yet extensive medical kit with all of the necessary supplies for routine as well as emergency medical treatment. Contains: sterile bandages, gauze, medical tape, etc .), miniature diagnostic computer with a holographic display that is capable of monitoring all of a patient's vital signs, a complete set of medical and dental implements/tools, basic medicines and painkillers, a quick hardening chemical cast (consists of two chemicals that react to form a hard resin), a fast acting bum salve (heals 1D6 S.D.C. or 2 Hit Points per application), protein salve, plus a mini-oxygen supply . Weight: 30 lbs.
Last edited by Calvin_Wallace on Wed Nov 01, 2023 1:48 pm, edited 32 times in total.
P.P.E.: 145
I.S.P.: 57
M.D.C.: 231
Perception: 58% see rules here
Charm/Impress: 60%
Invoke Trust/Intimidate: 55%
Impervious to all Energy and Heat, Magic Fire, Ley Line Storms, Cold does half damage
Regenerates 1d6 x 5MDC every minute.
Code of Conduct of The Knights of TOWR:
Protect the lives and liberties of the innocent
Champion justice and equality for all
Fight evil in all its guises and against all odds
Destroy the Mystic Knights and their evil masters
Seek enlightenment, goodness and nobility
Dare to tread where others fear to go and where justice is most needed
Never betray a member of the OWR, never reveal the location of the camp under torture or threat of death
Seven levels deep in an underground lab, two technicians were arguing behind some concrete walls.
I had been conversing to one of them earlier. Although they yearned for freedom
One gestigated wildly while holding a syringe in one arm with the sleeve rolled up in another.
The other one panicking. They were lovers. In a way, they were arguing about the future of their relationship.
Even from my vantage point thousands of lightyears away, I could taste the anguish.
The angry one wanted a better lot for themselves. The scared one wanted the angry one all for himself.
Neither of them were being particularly reasonable, but how reasonable can one be when inside this concrete jungle was all they knew.
They were my charge. Although they didn't have parents and they never really learned the way of the Ape, one day I hope to teach them to live free. But I think I can only save one of them today.
They went back and forth, each one accusing the other of being unreasonable, of being selfish.
Until finally, the panicked one lowered his head, slumped his shoulders and said:
'Goodbye then my fair lady. I can't help you anymore'.
As he turned, his jaw hardened. The other lab tech stares glumly at the ground, knowing full well that friends and allies in this place are hard to come by. Not five minutes pass before a half dozen strong security force descend upon them. Their fate sealed, the security squad drag them kicking and screaming into the lower levels.
__
In The beginning:
A large orange gold Orangutan sat gingerly by a fire. He had a white face with a reddish nose. His son sat next to him, no more than 11 or 12.
Behind them was a smallish house. It was at one point a pre rifts ruin. The roof had been carefully repaired. Large tree trunks held up supporting walls. To the side, one can see a freshly planted tree atop a small mound.
The two sat in silence. They were lost. They had lost.
Finally, the son summoned up the strength to say something:
"Dad, tell me about Mom..."
And the father realized that this was a good time to start filling in the blanks...
In a somber back and forth Father Orangutan explained how Mom and Dad met:
"I met your mom in a dream. She was in a particular kind of pain. In a land far away, your mom grew up with other apes like herself."
"And even the most dearest of friends and lovers didn't understand her pain. They didn't want to."
"Then one day, her friends and family decided they were going to put Mommy away in a really dark place. And then I took her away."
As the son regarded his father with increasing incredulity, the bigger ape continued:
"We started travelling..."
Little WuFan paid attention. Father wasn't the most straight forward story teller. There were tangents and at times he couldn't stop making the story about himself, but WuFan kept at it, asking questions and steering the conversation back to the here and now.
"So when you two finally gave up on the South, you moved here?" asked WuFan
"Son, in America, Texas is not the South. The South is..."
"My point, _FATHER_, is that you guys went North? Why not stay in the plain states?"
"Son, in America now, there is a large military force that finds non-humans to be threatening. They adorn themselves with black armor with skeleton motifs"
"Okay, so you and Mom decided to avoid them and went North East.", WuFan gingerly probed.
"Yes. We tried Ohio. Everything in Ohio tried to eat me. And they were not interested with what Fatima had to offer. She was a scientist."
"So All of Ohio was a bad idea?"
"We kept running into psychic and magic communities, but they were vassals of larger city states. We were asked time and again to help people with their problems. We did what we could, made a lot of friends, but it was like every day, there was a line to the front of our house... Wherever we went, people stopped wanting to be self sufficient anymore or content anymore. So we kept pushing east."
And then the difficult questions finally were answered:
"What was mom really feeling pain about?"
"Mom wanted to be a she. So I helped her out."
"Mom wasn't a she?"
"Mom was born a she. Somehow, she was also born with a raw deal. Her body didn't match what was in her head. I don't know anything the mind, so I changed her physically."
"How'd you do that?", WuFan struggling to form the words.
"Adult stuff. When you're ready, you'll get the hang of it one day."
"I feel like you are not telling me everything."
"Your mom could tell you because she spent a lot of her time understanding things, and then she spent even more explaining what she understood clearly. I never figured that out. Let's finish talking about your mother."
"How did Mom get sick?"
"We moved here. And actually in the city ruins there were some mutants. I could feel they were still cousins of Apes, so I felt more comfortable. Your mom made friends quickly. And a whole community of folks came together, regularly, to share what they learned because of her. But, inside the ruins also live plenty of sad memories. These memories sometimes pull themselves into form. Sometimes they are despairing, sometimes they are sad. And sometimes they are violent, angry, and we couldn't help them. And about six years ago, when you were starting to climb trees, I saw Fatima, your mom, talking to nobody engagingly, just outside the ruins. She had went off without me, and without me close by, despite the impressive mental endurance of your mother, she encountered her first possession entity. Even when I got her away and dispelled the creature, she remained in a deep, deep depression for weeks."
"You tried to heal her right?" asked WuFan.
"I can heal sinew and bone, I got put organs back together. But her mind fracturing isn't something that could be accounted for by organ failure. I tried to cure her of her maladies, but nothing worked. Sometimes it would get better, sometimes it would get worse. I knew I could never leave her on her own."
"Did we try to move?"
"We did. More than once. We visited places with you in tow. But she didn't take. She missed the only friends she had who accepted her. So we came back. And I vowed to always be on guard, ready to keep the vengeful spectres away..."
"I don't remember Mom acting out of pocket?"
"You remember about five months ago, I took Mom and you to see my mentor. And because we were away, Uncle Pasu, do you remember him? He passed away while defending his family from a bunch of minor demons."
"I remember Uncle Pasu. He's a smart guy. Mom and him were working on a few medical projects together."
"And mom never forgave herself. The spectres, they smelled blood. And somehow, she felt the pull at night, and snuck away again. And again. Even when I was aleep, I could hear the voices in her head when they were ravaging her dreams. Everytime I would wake up at night in a jolt and I would run through the ruins looking for her..."
"And now you blame yourself. We've been grieving for a week."
"Son, I'm sorry I have not been my competent self as of late. I need to mourn your mom, with you. And You are at the point in your life where I think you need better teachers."
"Why didn't you simply destroy the voices?"
"Because I can't. I have no dominion over them. I am the Monkey king. I have known every primate ever born. On this world, all humans are just a special kind of primate. Your mom calls this evolution. Every species that are descended from primates are under my charge. I know all their names, I have always known their names. But the voices, they are the spirits of humans that have died on mass after some great cataclysm. These spirits are not human beings anymore. They are neither under my charge nor dominion. I do not have the ability to compel them into compliance."
After taking this all in, WuFan took a deep breath and asked, "So what now?"
"I will take you to a place where there are other adults. I will be there as well. I will probably be staying there for awhile. We're going to Central Park. Geoffrey Colt is in town."
____
Upon arriving at the Order of the White Rose at Central Park, WuFan began rudimentary training as a Mystic Knight.
His father was correct. He needed new teachers. While his dad can offer helpful pointers here and there, he lacked the pedagogical experience to teach how basic things.
Wufan ultimately adopted an English name. His mom's last name was apparently Wallace, and he supposedl Calvin, or Cal for short would be plain enough for him to fit in.
It was over time that Cal realized over the years how good people in a functional partnership automatically mitigated each others weaknesses. His father projected a literal aura of protection and reassurance. He made sure there was food. He made sure there was raw materials to build shelter and make things. Mom built tools. She wired everything. She would go out into the wilderness with Dad to find parts until she could train Dad what to find what she wanted. The house worked. Their abode was more than just shelter. It was a home. They completed each other. Teams of people are functional because people help each other. They cover for each other's short comings. More importantly, they hold themselves and each other accountable.
And now, Dad's all that's left of the Team. And he's doing his best not to take it out on the recruits.
As Cal grew, the Monkey King began adventuring sporadically. He would take some knights and take off on adventure.
Sometimes they would venture west into Ohio.
Sometimes they would venture into South America, Atlantis... Places of horror and wonder.
Wherever it was, Dad would always come back with his full troop. He might even bring back a few folks that could use refuge.
But whatever it was he's going out for, it seems to threaded together by a few central causes. Trouble was, and continues to brew.
Nowadays, the full troop still comes back, but there are more injured. Armor is often scorched or fractured. Supplies are often depleted when the troops returned. One could observe the long lines going into garden to cure whatever ailments persisted after the missions.
The euphoria of victory had been replaced slowly by relief. Murmurs of hardship and difficulty were beginning to emerge. Some of the troops said the Monkey King was pushing them very hard. There were constant whispers of the 'Other' Mystic Knights, how they had the financial and logistic backing of local fiefdoms and warlords, how those mystic knights had numbers and most importantly, how thoroughly unhinged and depraved they were in combat and conduct.
There was less and less mirth, only the suspension of stress and temporary reprieve from fighting for their lives.
Cal continues to motivate himself to train hard, to be better.
The day will come when he is good enough to contribute to the Order of the White Rose.
The day finally came when Calvin would be sent on his first away mission. He was to be sent into Merctown to work as a Mercenary to get his legs under him. He was to report back to the Order of the White Rose with a good knowledge of the Merctown locality and to make additional contacts for the Order. Calvin had the self awareness that he is too green to contribute to the kind of missions the Order of the White Rose has been tasked with lately, so he was looking forward to this opportunity to gain experience at his own acumen at his own pace.
The Order of the White Rose had a supply run to Dwemor. Its seems like one of the more senior knights made some ground at a temporary alliance with a magic kingdom. Cal knew the Order could use the parts. Cal was relieved to learn that he was partake in one leg of the supply run to a Magic Kingdom where they would traded medical supplies for TW parts and gems. Then he would be off on his own to Merctown.
A small troop lead by a Gateway Knight by the name of Sir Miles first teleported to one of the leylines north east of Dwemor. They then gingerly carted the magical medical supplies from the Garden, about half of the yield and harvest from this year. Using leyline phasing and teleportation, parts of the troop scouted ahead while the rest of the group ferryed the delicate supplies. Once they got to Dwemor, they traded their stock for TW parts and items. Save for some scares, the supply run was ultimately uneventful. Once the troop was ready to return, Sir Miles produced two laminated maps and a compass. One map highlighted known leylines and nexus points between Ohio and Kentucky. He beckoned d to Cal to speak privately.
"Sir. Calvin, here are two maps that would be of some use to you. We are here. Just a bit north of this region that use to be called Cleveland. Merctown is here. You are a long way from where you need to be. Luckily, there is a long leg of a leyline that goes through most of the region known as Kentucky, that you can phase and teleport through. However, you need to get through most of Ohio to get there." Motioning on the map, he points to specific spots. "These are some of the Leylines you can use, these are places you can rest. I would avoid much of this region. And this one. These are known places for fresh water. I suggest you gather much of your supplies here before you head out. We will be going back home without you. Once you get to Merctown, see if you can send us a message that you are okay. Best of luck."
Without additional fanfare, Cal bid the rest of the troop and his commanding officer farewell. Then as he watched his friends disappear into the crowd, Cal turned west. It will be a long time before he sees home again.
P.P.E.: 145
I.S.P.: 57
M.D.C.: 231
Perception: 58% see rules here
Charm/Impress: 60%
Invoke Trust/Intimidate: 55%
Impervious to all Energy and Heat, Magic Fire, Ley Line Storms, Cold does half damage
Regenerates 1d6 x 5MDC every minute.
Code of Conduct of The Knights of TOWR:
Protect the lives and liberties of the innocent
Champion justice and equality for all
Fight evil in all its guises and against all odds
Destroy the Mystic Knights and their evil masters
Seek enlightenment, goodness and nobility
Dare to tread where others fear to go and where justice is most needed
Never betray a member of the OWR, never reveal the location of the camp under torture or threat of death
Physical (3 PP each):
2. Physical Juicer Football (body block/tackle, +1 to roll with punch/fall, +1 to PS, +1 to PE, +1d4 to speed, +3d6 to sdc)
3. physical labor (+2 PS, +1 PE, +2d8 SDC)
5. Cross country ski (+10% to ski, +1 to PE, +1d4 to spd, +1d6+2 to sdc, +1 to maintain balance, +1 to roll with impact, 1.2 * SPD cross country)
8. Hockey Skating (+15% to skate, hth on ice without penalty using blunt weapon/staff/spear/pole arm. -10% skill penalty to use other melee weapons, bow, sling, ranged weapon -2 to strike standing still, -15% moving, shooting a gun is considered shooting from vehicle. +1 to PS, +1 to PE, +1d4 to spd, +2d6 to sdc, +2 to roll with impact, +2 to maintain balance, +1 to strike w body/tackle)
9. Speed Skating (+10% to skate, +1 to PS, +1 to PE, +1d6+1 to SPD, +1 to sdc +3 to dodge on ice, +2 to maintain balance, +1 to roll with impact. *5 spd skating)
10. Kick Boxing (+1 to PE, +1 to PS, +1d10 SDC, round house kick: 3d6+PS, Axe kick: 2d8+PS, Knee Strike: 1d8+PS, Leap Kick 3d8+PS, 2attacks)
11. Tumbling (Leaps +1 foot every other level lengthwise, +1 foot high every three levels, +2 to roll with punch/fall, +2 PS, +1 PE, +2d4SDC)
Stats:
5 PP to PP (+1D6)
5 PP to ME (+1D6)
5 PP to MA (+1D6)
5 PP to PB (+1D6)
5 PP to PS (+1D6)
5 PP to PS (+1D6)
5 PP to IQ (+1D6)
5 PP to SPD (+1D6)
P.P.E.: 145
I.S.P.: 57
M.D.C.: 231
Perception: 58% see rules here
Charm/Impress: 60%
Invoke Trust/Intimidate: 55%
Impervious to all Energy and Heat, Magic Fire, Ley Line Storms, Cold does half damage
Regenerates 1d6 x 5MDC every minute.
Code of Conduct of The Knights of TOWR:
Protect the lives and liberties of the innocent
Champion justice and equality for all
Fight evil in all its guises and against all odds
Destroy the Mystic Knights and their evil masters
Seek enlightenment, goodness and nobility
Dare to tread where others fear to go and where justice is most needed
Never betray a member of the OWR, never reveal the location of the camp under torture or threat of death
P.P.E.: 145
I.S.P.: 57
M.D.C.: 231
Perception: 58% see rules here
Charm/Impress: 60%
Invoke Trust/Intimidate: 55%
Impervious to all Energy and Heat, Magic Fire, Ley Line Storms, Cold does half damage
Regenerates 1d6 x 5MDC every minute.
Code of Conduct of The Knights of TOWR:
Protect the lives and liberties of the innocent
Champion justice and equality for all
Fight evil in all its guises and against all odds
Destroy the Mystic Knights and their evil masters
Seek enlightenment, goodness and nobility
Dare to tread where others fear to go and where justice is most needed
Never betray a member of the OWR, never reveal the location of the camp under torture or threat of death
P.P.E.: 145
I.S.P.: 57
M.D.C.: 231
Perception: 58% see rules here
Charm/Impress: 60%
Invoke Trust/Intimidate: 55%
Impervious to all Energy and Heat, Magic Fire, Ley Line Storms, Cold does half damage
Regenerates 1d6 x 5MDC every minute.
Code of Conduct of The Knights of TOWR:
Protect the lives and liberties of the innocent
Champion justice and equality for all
Fight evil in all its guises and against all odds
Destroy the Mystic Knights and their evil masters
Seek enlightenment, goodness and nobility
Dare to tread where others fear to go and where justice is most needed
Never betray a member of the OWR, never reveal the location of the camp under torture or threat of death
P.P.E.: 145
I.S.P.: 57
M.D.C.: 231
Perception: 58% see rules here
Charm/Impress: 60%
Invoke Trust/Intimidate: 55%
Impervious to all Energy and Heat, Magic Fire, Ley Line Storms, Cold does half damage
Regenerates 1d6 x 5MDC every minute.
Code of Conduct of The Knights of TOWR:
Protect the lives and liberties of the innocent
Champion justice and equality for all
Fight evil in all its guises and against all odds
Destroy the Mystic Knights and their evil masters
Seek enlightenment, goodness and nobility
Dare to tread where others fear to go and where justice is most needed
Never betray a member of the OWR, never reveal the location of the camp under torture or threat of death
P.P.E.: 145
I.S.P.: 57
M.D.C.: 231
Perception: 58% see rules here
Charm/Impress: 60%
Invoke Trust/Intimidate: 55%
Impervious to all Energy and Heat, Magic Fire, Ley Line Storms, Cold does half damage
Regenerates 1d6 x 5MDC every minute.
Code of Conduct of The Knights of TOWR:
Protect the lives and liberties of the innocent
Champion justice and equality for all
Fight evil in all its guises and against all odds
Destroy the Mystic Knights and their evil masters
Seek enlightenment, goodness and nobility
Dare to tread where others fear to go and where justice is most needed
Never betray a member of the OWR, never reveal the location of the camp under torture or threat of death
Ballet (+1 to PP, +1 to PS, +1d6 to sdc, +15% dance skill) (next pp bump)
Downhill Ski (+15% to Ski, +1 to PP, +1 to PE, +1 to init, +2 to maintain balance, +1 to roll with impact. 70mph downhill)
Jump Skiing (+20% to ski, +1 to PP, +1d6 to SDC, +3 to roll with impact. +3 on init and +3 to maintain balance on slopes)
Figure Skating (+20% to skate, +1 to PP, +2 to spd, +1d6 to sdc, +5% to dance, +1 to damage with kick and leap attacks, +2 to maintain balance, +1 to roll with impact. *3 spd skating)
Physical Deadball (+1 to init, +1 to dodge, +1 to roll with punch/fall, +1d6 to speed, +2d4 to sdc) (lvl6) + WP Dead Ball
P.P.E.: 145
I.S.P.: 57
M.D.C.: 231
Perception: 58% see rules here
Charm/Impress: 60%
Invoke Trust/Intimidate: 55%
Impervious to all Energy and Heat, Magic Fire, Ley Line Storms, Cold does half damage
Regenerates 1d6 x 5MDC every minute.
Code of Conduct of The Knights of TOWR:
Protect the lives and liberties of the innocent
Champion justice and equality for all
Fight evil in all its guises and against all odds
Destroy the Mystic Knights and their evil masters
Seek enlightenment, goodness and nobility
Dare to tread where others fear to go and where justice is most needed
Never betray a member of the OWR, never reveal the location of the camp under torture or threat of death
P.P.E.: 145
I.S.P.: 57
M.D.C.: 231
Perception: 58% see rules here
Charm/Impress: 60%
Invoke Trust/Intimidate: 55%
Impervious to all Energy and Heat, Magic Fire, Ley Line Storms, Cold does half damage
Regenerates 1d6 x 5MDC every minute.
Code of Conduct of The Knights of TOWR:
Protect the lives and liberties of the innocent
Champion justice and equality for all
Fight evil in all its guises and against all odds
Destroy the Mystic Knights and their evil masters
Seek enlightenment, goodness and nobility
Dare to tread where others fear to go and where justice is most needed
Never betray a member of the OWR, never reveal the location of the camp under torture or threat of death