RPG Addicts | We Know You're Hooked

Full Version: Wild Thoughts (OOC)
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3 4
All Out of Character, comments, questions, conversations involving the game, mechanic questions, ooc strategies, Random Die Rolls, Character Improvement, Character Sheet Alteration Requests, Character building, etc …. Go here.
Viego

Platinum Dragon | Unprincipled

IQ:  21  (+7% Skill Bonus)
ME: 19 (+2 save vs Psionic | +2 Save Vs Insanity)
MA: 26 (88% Trust/Intimidate)
PS: 42 (Supernatural) +3 skills = 45  (+12 Hand to Hand Damage | 1,500lbs carrying | 3,000 lifting for 22 minutes)
PP: 26  (+1 Parry and Dodge | +1 Bonus to Strike)
PE: 23  (+3 Skills) 25  (+20% save vs Coma/Death | +5 Save Vs Magic/Poison)
PB: 23 
Spd: (Running): 20 (+12 running + 9 skills) 41  ( 41*20 = 820 meters in one minute | 205 meters per round =41*5 )
(Flying): 100  (20*100 = 2,000 Meters in one minute | 100*5 = 500 meters per round)

ISP: 80
PPE: 70
HF: 11 / 13
MDC: 627
Hit points: 500

Natural Abilities: Nightvision 200ft, See the invisible, Shadow Meld at will, Resistant to fire and cold, Impervious to all forms of paralysis and Bio Regenerate 1d10MD per melee round (1d4x10 per minute)
Metamorphosis: 4 hours per level of Experience |  Teleport: 36%
Energy Breath: Variable  :  Lightning/Fire/Frost/Light

Combat: Dragon (Bite, Punch, Kick, Claw Swipe, Breath Attack)
4 Attack/Action per melee | +2 Initiative  |  +1 Perception  | +3 Strike | +5 Parry and Dodge
+5 Pulled Punch | + 6 Roll | +6 Save vs HF | +5 save vs Psionics | +1 All saving throws
+14% Coma/Death | +2 Magic/Poison | Trust/Intimidate 88% | +2 vs Psionic/Insanity | +12 Damage

Damage: Punch: 5d6+15 SDC (Restrained) | 3d6+15 Full | Power Punch: 6d6+15 MD
Claws: +3d6+15 MD | Bite: 2d6+15 MD

PSIONICS

Healing
Healing Touch
Restore PPE
Stop Bleeding
Psychic Surgery

Physical
Mind Block
Alter Aura
Meditation
Telekinesis

Sensitive
Mask PPE
Mask ISP and Psionics
See Aura
Sixth Sense

Super
Telemechanics
Psionic Invisibility

R.C.C. Skills
Language: (Native Tongue): American - 96% 
Literacy: (American) - 98% 
Computer Operation: - 47% 
Domestic: Fishing: - 47% (5%/Level)
Military Etiquette: - 42% (5%/Level)
Radio: Basic: - 72% (5%/Level)
WP: Energy Pistol
WP: Energy Rifle 

R.C.C. Related Skills
Pilot: Military: Jet Fighter - 47% (4%/Level) 
Pilot: Military: Combat Helicopter - 59% (3%/Level)
Pilot: Combat Driving 
Pilot: Hover Craft - 57% (5%/Level) 
Pilot Related: Weapon Systems - 54% (5%/Level)
Pilot Related: Navigation - 54% (5%/Level)
Pilot Related: Sensory Equipment -  44% (5%/Level)

Secondary Skills
Physical: Running - (+1 to P.E., +4d4 to Speed, +1d6 to M.D.C.)  
Physical: Body Building - (+2 to P.S., +10 to M.D.C.) 
Physical: Forced March - (+2 to P.E., +1d4 to Speed, +2d6 to M.D.C.)
Physical: Athletics - (+1 to Parry and Dodge, +1 roll with Impact, +1 to P.S., +1d6 to Speed, +1d8 to M.D.C.) 

Instinctive Dragon Skills
Lore: (Magic) - 59% (R.C.C. - Genetic Memory)
Language: (Native Tongue): Elven - 96% (R.C.C. - Doesn't know he can speak it yet)
Language: (Dragonese): Elven - 96% (R.C.C. - Doesn't know he can speak it yet)
Mathematics: Basic - 64% 
Hand to Hand: (R.C.C. - Instinctive: Dragon, Fights strangely at times but doesn't know why.)
- 1st: Starts with 3 Attacks, Knows (Bite, Punch, Kick, Claw, Swipe), Standard use of Breath Weapon - Counts as 1 Melee, +2 roll with impact, +1 to pull punch, Metamorph 1 Full Melee.

Viego's P.S.: 4d6r2 = 22
Viego's P.S.: 1d6r2 = 6
Viego's P.S. Bonus: 1d6r2 = 4
Viego's P.P.: 3d6r2 = 17
Viego's P.P. bonus Die: 1d6r2 = 3
Viego's P.B.: 3d6r2 = 14
Aaron Brand

Intelligence Quotient: = ( 30 )
I.Q.: 4d6r2 = 19
I.Q. Additional Die: 1d6r2 = 5 +6
+16% to all skills

Mental Endurance: = ( 19 ) 
M.E.: 3d6r2 = 13 +6
+2 save vs psionic and insanity

Mental Affinity: = ( 31 )
M.A.: 4d6r2 = 21
M.A. Additional Die: 1d6r2 = 6
M.A. Additional Die: 1d6r2 = 4
97% Trust/Intimidate

Physical Strength: = ( 19 ) 
P.S.: 4d6r2 = 16
Skill Bonuses: +3
+4 Hand to Hand Damage
Supernatural Carry Weight: 950 lbs

Physical Prowess: = ( 21 )
P.P.: 4d6r2 = 18
P.P. Additional Die: 1d6r2 = 3
+3 Parry and Dodge
+3 Strike

Physical Endurance: = ( 30 )
P.E.4d6r2 = 22
P.E. Additional Die1d6r2 = 5
Skills Bonus: +3
+30% Save vs Coma/Death
+8 Save vs  Magic and Poison

Physical Beauty: = ( 16 )
P.B.: 4d6r2 = 16
30% Charm/Impress

Speed: = ( 40 )
Speed: 4d6r2 = 17
Speed Additional Die: 1d6r2 = 5
Skill Bonuses: +18

HP: 90
MDC: 326
[/url][url=https://orokos.com/roll/901144]I.S.P. Calculation: 1d4r2 =3 x100+ME = 319
PPE: 2d4r2*10 = 70
Horror Factor: 7+1d4r2 11
Enhanced Bonus Initiative: 1d4r2 3

POWERS
- See Invisible
- Nightvision 200ft (61meters)
- Fire and Cold Resistant
Half-Damage from such sources

UNIQUE POWERS
- Turn Invisible At Will

- Analytical Mind
This allows the character to instantly understand how to craft, create or forge any device or object he has time to study. (1 hour per damage die for weapons), (1 hour per 100 MDC/SDC for structures and vehicles). Afterwards he can replicated what he has studied perfectly.
- The Character has a basic understanding of any creature, object, or device he sees, instantly knowing it's weak points and structures.  He will know how much damage a thing can inflict, and how many hitpoints or MDC/SDC / Armor a person/creature/object or place has. Also add 1d6 to I.Q. and 1d4 to M.E.
I.Q. Analytical Mind Bonus: 1d6r2 = 3
M.E. Analytical Mind Bonus: 1d4r2 = 3

PSIONIC POWERS
Suppress Fear | Healing Touch | Psychic Diagnosis | Psychic Surgery | Deaden Pain | Meditation | Psychic Purification | Stop Bleeding | Sixth Sense | Alter Aura

-Telekinesis (super)
-Telekinetic Forcefield
-Telemechanics
-Bio Manipulation


SKILLS
-RCC Skills
Language + Literacy: English: 98%
Basic Math: 81%/ 5%
Military Etiquette: 71%/ 5%
Running: +1 PE, +4d4 Spd, +1d6 SDC
Bodybuilding: +2 PS, +10 SDC
Athletics (General): +1 Parry and Dodge, +1 roll with impact, +1 PS, +1d8 SDC
Forced March: +2 PE, +1d4 speed, +2d6 SDC
Wilderness Survival: +71%/ 5%
Land Navigation: 61%/ 4%
Radio: Basic: 71%/ 5%
Sensory Equipment: 56%/ 5%
Weapons Systems: 66%/ 5%
WP: Energy Rifles
WP: Energy Pistols
WP: Heavy Energy Weapons
Hand 2 Hand: Commando
*WP: Paired Weapons (free with commando)

-RCC Related Skills
Jury Rig: 66%/ 5%
Paramedic: 66%/ 5%
Military: Field Armorer and Munitions: 76%/ 5%
*Basic Mechanics (free with armorer): 46%/ 5%.
Mechanical Engineer: 41%/ 5%
Weapons Engineer: 41%/ 5% (+1 to strike with Heavy/Vehicular weapons)
Electrical Engineer: 46%/ 5%
Prowl: 51%/ 5%
Sniping: +2 called/aimed shot bonus

-Secondary Skills
Advanced Math: 61%/ 5%
Computer Operation: 56%/ 5%
Recycling: 46%/ 5%
Espionage: Perception: 66%/ 5%
WP: Blunt

PHYSICAL SKILL BONUSES
Running MDC: 1d6r2 4
Athletics MDC: 1d8r2 6
Forced March MDC: 2d6r2 6
Running Bonus Speed: 4d4r2 14
Forced March Speed Bonus: 1d4r2 4
Attribute rolls for Nolan randall:


attribute 1 [_3d6r2]

attribute 1 [_3d6r2]=(2+2+3)=7

reroll attr 1
attribute 1 [_3d6r2]=(2+4+3)=9

reroll attr 1 again
attribute 1 [_3d6r2]=(5+6+6)=17 17 so exceptional

attr 1 exceptional attr roll [_1d6]

attr 1 exceptional attr roll [_1d6]=(6)=6 6 = another exceptional attr roll

attr 1 exceptional attr roll 2 [_1d6]
attr 1 exceptional attr roll 2 [_1d6]=(5)=5

= attr 1 = 17++6+5 = 28

attribute 2 [_3d6r2]
attribute 2 [_3d6r2]=(4+5+4)=13

attribute 3 [_3d6r2]
attribute 3 [_3d6r2]=(3+4+6)=13

attribute 4 [_3d6r2]
attribute 4 [_3d6r2]=(5+2+5)=12

attribute 5 [_3d6r2]
attribute 5 [_3d6r2]=(2+6+5)=13

attribute 6 [_3d6r2]
attribute 6 [_3d6r2]=(3+2+6)=11

attribute 7 [_3d6r2]
attribute 7 [_3d6r2]=(2+4+2)=8

attribute 7 re-roll [_3d6r2]
attribute 7 re-roll [_3d6r2]=(2+3+6)=11

attribute 8 [_3d6r2]
attribute 8 [_3d6r2]=(2+4+3)=9

attribute 8 re-roll [_3d6r2]
attribute 8 re-roll [_3d6r2]=(3+4+2)=9

attribute 8 re-roll 2 [_3d6r2]
attribute 8 re-roll 2 [_3d6r2]=(2+3+4)=9

attribute 8 re-roll 3 [_3d6r2]
attribute 8 re-roll 3 [_3d6r2]=(2+3+6)=11

results: 28, 13, 13, 13, 12, 11, 11, 11
as Prer Spiral:

attribute 11 re-roll [_3d6r2]
attribute 11 re-roll [_3d6r2]=(5+5+6)=16 = exceptional +1d6

attr 11 exceptional attr [_1d6]
attr 11 exceptional attr [_1d6]=(4)=4
= an 11 becomes a 20

attribute 13 re-roll [_3d6r2]
attribute 13 re-roll [_3d6r2]=(6+5+4)=15

so stats become 28, 20, 15, 13, 13. 12, 11, 11
True Atlantean Undead Slayer - Scrupulous - 1st level

IQ - 21
    Add 7% to all skills.
ME - 27  29
    Save vs. Psionics: +7/ Save vs, Insanity: +12
MA - 16
    Trust/Intimidate: 40%
PS - 24  37 (Supernatural)
    Hand to Hand Combat Damage: +22
    Restrained Punch - 6d6 SDC
    Full Strength Punch 5d6 MDC
    Power Punch 1d6x10 MDC ( counts as 2 melee attacks)
PP 22  23
    Parry and Dodge Bonus: +4/ Bonus to Strike: +4
PE - 18  27
    Save vs. Coma/Death: 24%/ Save vs Magic/Poison: +6
PB - 19
    Charm/Impress: 45%
Speed - 28  54

MDC - 290
P.P.E. - 188
P.P.E. Recovery - 20 per hour of rest or sleep
Hit Points - 25

Tattoos
1. Magical Weapon: Flaming Sword (M.D.C. weapon that will hurt vampires)
2. Magical Weapon: Bow and Arrows (The four arrows are in flames and have wings - Triple range and magically return)
3. Power: Heart impaled on a stake (Protection from Vampires) 
4. Power: A Cross (Turn Undead)
5. Power: A Heart in chains (Invulnerability)
6. Power: Cloud in chains (Control the forces of Air)
7. Power: A Rose (Healing Basic)
8. Power: A Phoenix (Healing Super)
9. Power: Eye (Knowledge and Reading)
10. Power: Great White Shark (Swim and Breathe without air as per spell - 30 mins per level)
11. Power: Three Eyes (Supernatural Vision )
12. Magical Weapon: Kukri Knife dripping blood (Knife - inflicts double damage)
13. Magical Weapon: Broad bladed sword and Kukri Knife crossed (Broad Sword and Knife - +1 to Strike and +2 Parry)
14. Monster: Dragondactyl (Same size and behavior as the real monster)
15. 
16. 
17. 
18.

O.C.C. Skills 
Language and Literacy (American) - 98%
Espionage: Intelligence: - 32% (+4%/level) (DM - Trained by the Coalition)
Mathematics: Basic - 68% (+5%/level)
Wilderness: Tracking - 43% (+5%/level)
Wilderness: Survival - 48% (+5%/level)
Wilderness: Land Navigation - 36%(+4%/level) (DM - Trained by the Coalition)
Military: Etiquette - 35% (+20%)(+5%/level) (DM - Trained by the Coalition)
Physical: Forced March - (+2 to P.E., +1d4 to Speed, +2d6 to M.D.C.) (DM - Trained by the Coalition)
Physical: Gymnastics: (Automatic kick at 1st level (2d4 damage), Sense of Balance 50%/3%, Work parallel bars and rings 60%/3%, Back Flip 70%/2%, Basic Prowl 30%, Basic Climb 25%, Climb Rope/Rappel 60%/2%, +2 roll with impact, +2 P.S. , +1 P.P. , +2 P.E. , +2d6 SDC (MDC) )
Physical: Boxing ( knockout opponent on a natural 20, remains unconscious for 1d6 melee, +1 additional attack per melee round, +2 parry and dodge, +1 roll with impact/punch, +2 P.S. +3d6 SDC (MDC) )
Physical: Swimming - 55% (+5%/level)
Pilot Related: Weapon Systems: 40% (+10%) (+5%/level)
Radio: Basic - 58% (+5%/level)
Weapon Prof - Archery and Targeting
Weapon Prof - Sword
Weapon Prof - Energy Pistol
Weapon Prof - Energy Rifle
Hand to Hand - Commando (DM - Trained by the Coalition)
- 1st level: Starts with 4 attacks/actions per melee round, W.P. paired weapons, body flip/throw, body block/tackle, +2 save vs Horror Factor.

OCC Related Skills - 
Physical: Body Building - (+2 to P.S., +10 to M.D.C.)
Physical: Wrestling (+1 roll with fall/impact, +2 P.S. , +1 P.E. , +4d6 SDC (MDC) ) ( Special Moves - Body block/tackle, Pin/Incapacitate, Crush/Squeeze )
Physical: Athletics, General  (+1 dodge and parry, +1 roll with impact, +1 P.S., +1d6 speed, +1d8 SDC (MDC) 
Espionage: Perception: - ( I.Q. + 20%) (+5%/level) = 40%

Secondary Skills -
Surveillance - 33% (+5%/level)
Basic Mechanics - 33% (+5%/level)
Running (+1 P.E. , +4d4 speed, +1d6 SDC (MDC) )
Physical Labor (+2 P.S. , +1 P.E. , +2d8 SDC (MDC) )
Cook - 38% (+5%/level)
Weapon Prof - Heavy Energy Weapons

Bonus to Abilities: 
M.E. - (O.C.C. Bonus +2)
P.S. - (Gymnastics +2, Boxing +2, Body Building/Weight Lifting +2, Physical Labor +2, Wrestling +2, Athletics +1, O.C.C. Bonus +2 ) 
P.P. - (Gymnastics +1 ) 
P.E. - (Gymnastics +2, Running +1, Physical Labor +1, Wrestling +1, O.C.C. Bonus +2, Forced March +2 )
Speed - (+12 from Running, Athletics +4, O.C.C. Bonus +6, Forced March +4 )
Enhanced Coalition Soldier, - Scrupulous,  1st Level


I.Q.: 4d6r2 = 17
I.Q. Additional Die: 1d6r2 = 3
R.C.C. bonus +2 = ( 22 )
8% One time Skill bonus.

M.E.: 3d6r2 = 15 +8 = ( 23 )
Save vs Psionics: +4
Save vs Insanity: +6

M.A.: 4d6r2 = 19
M.A. Extra Die: 1d6r2 = 5 +2 = ( 26 )
Intimidate/Trust: 88%

P.S.: 4d6r2 = 17
P.S. Additional Die: = 1d6r2 5 +6 = 11
Super Strength2d6r2 11 +30 = 41
P.S. Invulnerability Bonus1d4r2= +4
Skill Bonuses: +8 = ( 81 )
Restrained Punch: (2d6 M.D.)
Full Strength Punch: (2d6x10 M.D.)
Power Punch: (3d6x10 M.D.)

P.P.: 4d6r2 = 19
P.P. Additional Die: = 1d6r2 4 
R.C.C. bonus +2 = ( 25 )
Parry and Dodge Bonus: +5
Strike Bonus: +5

P.E.: 4d6r2 = 18
P.E. Additional Die: = 1d6r2 = 3 +4  = +7
P.E. Invulnerability Bonus = +3
Skill Bonuses: = +7 = ( 35 )
Save vs Coma/Death: 35% (+20% from Invulnerability) = 55%
Save Vs Magic/Poison: = +8

P.B.: 4d6r2 = 17
P.B. Additional Die: 1d6r2 = 3+4 = ( 24 )
Charm or Impress: 70%

Speed: 4d6r2 = 18
Speed Additional Die: = 1d6r2 6
Speed Additional Die: = 1d6r2 6 +10 = 16
Skill Bonuses: +26 = ( 66 )
Run Speed: 45 Mph.
Melee Move per Round: (330 Ft.)


I.S.P. Calculation: 1d4r2 =x100 + M.E. = ( 423 )
P.P.E.: 2d4r2 = 8 x10 = ( 80 )
Horror Factor: 1d4r2 = 4 +7 = ( 11 )
Hit Points: P.E. x3 = ( 105 )

MDC: P.E. x10 (+81 from Skill Bonuses)
Invulnerability Bonus (+1000) = (1,431 )


POWERS

- See Invisible

- Nightvision
200ft (61meters)

- Fire and Cold Resistant
Half-Damage from such sources


UNIQUE POWERS

- Supernatural Strength. Add 30 plus 2D6 to P.S. Can carry 300 times his P.S. in pounds and can lift 500 times! Fatigues at one tenth the rate of normal humans. +2 to pull punch. 
Super Strength: 2d6r2 = 11


- Invulnerability
An impressive power that makes the character an almost indestructible M.D.C. juggernaut!  Gases, drugs, chemicals, poisons, toxins and radiation will affect the invulnerable person, but are reduced to half the usual potency (half damage, duration, effect, etc. Cannot kill the character, only make them sick.). The character is only, truly, vulnerable to psionics, magic, and magic weapons, all of which have full effect. Also add 1D6 to the P.E. and 1D4 to the P.S. attribute, and + 20% to save vs coma/death (this is in addition to any P.E. bonus). Can still die from drowning, suffocation, or starvation, but can hold his breath and survive without food four times longer than the average human (holds breath for 12 minutes; go without food for 80 days.)
Adds +1000 M.D.C. with 1d6x10 M.D.C regeneration every minute (4 melees). Plus 1d4x100 M.D.C per level. Adds 1d6 to P.E. and 1d4 to P.S. Adds 3d6x10 hit points. Adds +20% to save vs coma/death. 
P.E. Invulnerability Bonus: 1d6r2 = 3
P.S. Invulnerability Bonus: 1d4r2 = 4

- Super Psionics:
Choose 10 minor Psionic Powers, with a two new power at levels, 3,6,9,12, and 15
Choose 4 Super Psionic Powers, with a new power at levels, 3,6,9,12 and 15.

R.C.C. Skills
Languages and Literacy: American at = 98%.
Wilderness: Land Navigation - 36%(+4%/level) =42%
Mathematics: Basic - 45% (+ 20%)(+5%/level) = 71%
Military: Etiquette - 35% (+20%)(+5%/level) = 61%
Physical: Running - (+1 to P.E., +4d4 to Speed, +1d6 to M.D.C.)
Physical: Body Building - (+2 to P.S., +10 to M.D.C.)
Physical: Forced March - (+2 to P.E., +1d4 to Speed, +2d6 to M.D.C.)
Physical: Athletics - (+1 to Parry and Dodge, +1 roll with Impact, +1 to P.S., +1d6 to Speed, +1d8 to M.D.C.)
Radio: Basic - 45% (+10%) (+5%/level) =61%
Sensory Equipment - 30% (+10%) (+5%/level) = 46%
Wilderness Survival - 30% (+25%) (+5%/level) = 61%
Weapon Systems: 40% (+10%) (+5%/level) = 56%
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Sword
Hand to Hand: Commando
- 1st level: Starts with 4 attacks/actions per melee round, W.P. paired weapons, body flip/throw, body block/tackle, +2 save vs Horror Factor.

R.C.C. Related Skills
Communications: Public Speaking - 30% (+5%/level) = 36%
Communications: Performance - 30% (+5%/level) = 36%
Espionage: Intelligence: - 32% (+4%/level) = 38%
Espionage: Perception: - ( I.Q. + 20%) - 40% (+5%/level) = 46% 
Military: Liaison - 20% (+20%) (+5%/level) = 46%
Military: Recognize Weapon Quality - 25% (+20%)(+5%/level) = 51%
Military: Strategy and Tactics - 30% (+20%) (+5%/level) = 56%
Wilderness: Fasting - 40% (+3%/level) = 46%

Secondary Skills
Physical: Outdoorsmanship - (+1 to P.E., +2d6 M.D.C., +5% to Dowsing, Fasting, I.D. Plants and Fruit, and all Wilderness Survival Skills.)
Physical: Wrestling - (+1 to roll with Impact, +2 to P.S., +1 to P.E., +4d6 to M.D.C.)
Physical: Physical Labor - (+2 to P.S., +1 to P.E., +2d8 to M.D.C.)
Physical: Kickboxing - (+1 to P.E., +1 to P.S., +1d10 to M.D.C.)
Physical: Swimming - 50% (+5%/level) = 56%


Bonuses to Physical Attributes

P.S. (+1 from Kickboxing, +2 from Physical Labor, +2 from Wrestling, +2 from Body Building, +1 from Athletics) = (+8)
P.E. (+1 from Kickboxing, +1 from Physical Labor, +1 from Wrestling, +1 from Outdoorsmanship, +2 from Forced March, +1 from Running) = (+7)


M.D.C. Physical Skill Rolls. = +81 to M.D.C.

Physicals Labor +2d8: 2d8r2 = 14
Wrestling +4d6: 4d6r2 = 16
Kickboxing +1d10: 1d10r2 = 8
Outdoorsmanship +2d6: 2d6r2 = 10
Running +1d6: 1d6r2 = 6
Body Building Flat +10 
Forced March +2d6: 2d6r2 11
Athletics +1d8: 1d8r2 = 6

Speed Skill Bonus Rolls = +26 to Speed

Running +4d6 to Speed: 4d6r2 = 18
Athletics +1d8: 1d8r2 = 8
Marcus' bonus Hit Points: 3d6r2 = 14 x10 = ( 140 )
Nolan Randall - Ley Line Walker | Unprincipled

IQ - 30
ME -28
MA - 25
PS - 15
PP - 12
PE - 24
PB - 24
Speed - 19

SDC - 50
Hit Points - 24

P.P.E. - 164
P.P.E. Recovery - 5 per hour of rest or sleep / 10 per hour of meditation

Physical Attacks - 5 attacks/actions per round (4 H to H Expert + 1 Boxing)
Punch - 1d4 SDC
Kick - 1d8 SDC

Abilities/Powers
Sense Ley Line  36%
Sense Ley Line Nexus - 46%
Sense Rift - 50 miles (80 km) - automatic
Sense Magic in Use - 100ft
Sense Magic Energy - Line of Sight
Read Ley Lines
Ley Line Transmission
Ley line Phasing (teleportation)
Ley line Walking/Drifting
Ley Line Rejuvenation
Ley line Observation Ball - 500 ft
Ley Line Force Field  - MDC 20/ round

Spellcasting
Level 1-5 require 1 attack/action to cast
Level 6-10 require two actions
Level 11-15 & Legendary require three actions per Level

Spells
Level One
Cloud of Smoke
Lantern Light
Sense Evil

Level Two
Manipulate Objects
Throwing Stones
Befuddle

Level Three
Armor of Ithan
Telekinesis
Paralysis, Lesser

Level Four
Magic Net
Electric Arc
Trance

Skills 
Native Language - American -114%
Language: Elven/Draconic - 86%
Language: French - 86%
Climbing - 56%
Disguise - 41% (5%/Level) (GM - Trained by the Coalition.)
Espionage: Impersonation: - 46% /16% (4%/Level) (GM - Trained by the Coalition)
Espionage: Intelligence: - 48% (4%/Level) (GM - Trained by the Coalition) 
Espionage: Interrogation: - 46% (5%/Level) (GM - Trained by the Coalition)
Espionage: Undercover Ops: - 46% (5%/Level) (GM - Trained by the Coalition)
Espionage: Escape Artist: - 46% (5%/Level) (GM - Trained by the Coalition)
Espionage: Detect Ambush: - 46% (5%/Level) (GM - Trained by the Coalition)
Espionage: Perception: - I.Q.+20% (5%/Level) (GM - Trained by the Coalition)
Mathematics: Basic - 71%
Land Navigation - 60%
Wilderness Survival - 56%
Pilot: Hovercraft (ground) - 71%
Lore: Demon & Monster - 58%
Lore: Magic - 53%
Lore: Faeries & Magical Beings - 53%
Lore: D-Bee - 53%
Lore: American Indian - 53%
Hand to Hand - Expert

OCC Related Skills 
Archeology - 56/46%
Mathematics: Advanced - 71%
History: Post-Apocalyptic (N. America/Federation of Magic) - 66/61%
Boxing
Literacy: Elven/Draconic - 46%
Literacy: American - 56%

Secondary Skills 
Athletics
Physical Labor
Running
WP Handgun
WP Energy Pistol
WP Energy Rifle

Mutations

Enhanced Mind
- 4d6+2 for all Mental Abilities. (Instead of 3d6)
Enhanced Intelligence: 4d6r2 = 19
Enhanced Intelligence Extra-Die: 1d6r2 = 6
Enhanced Intelligence Extra-Die: 1d6r2 = 3 = ( 30 )

Enhanced Mental Endurance: 4d6r2 = 17
Enhanced Mental Endurance: 1d6r2 = 6
Enhanced Mental Endurance: 1d6r2 = 3 = ( 28 )

Enhanced Mental Affinity: 4d6r2 = 19
Enhanced Mental Affinity: 1d6r2 = 4 = ( 25 )

Minor Shape changing
- Allows the individual to alter their facial structure to appear as another person.  They can also alter their height, build and other surface features, but they cannot change sex, or add any extreme racial changes.

Unnaturally Attractive
- Adds 2d6 to P.B. as Changelings and those with Changeling blood subconsciously shape their faces into pleasing forms. 
Nolan's Unnatural P.B.: 2d6r2 = 11

Horror Factor
- If Changeling nature is revealed, Nolan's Horror Factor: 3d6r2 = 17

Salt Allergy
- Cannot eat Salt or becomes Nauseous for 1d4+2 hours

Weak Constitution
- Penalty of -6 to Speed and P.E.
Speed 25 - 6 = ( 19 )
Physical Endurance 30 - 6 = ( 24 )

Nolan's Ley Line Walker I.Q. Bonus: 1d4r2 = 3
Pages: 1 2 3 4