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Wild Thoughts (OOC)
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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 Die: 1d6r2 = 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
06-20-2021, 07:21 PM
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
06-20-2021, 07:48 PM
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
06-21-2021, 06:19 AM
Ski8ll rolls
SDC [_2d6+12]=(1+4)=5+12=17 HP [_1d6+27]=(3)=3+27=30 PE psionics chance [1d100]=61 Not psychic, sorry PPE [_3d6]=(6+4+2)=12 x10 +20 = 140 + PE (28) = 168PPE Boxing sdc [_3d6]=(6+6+3)=15 athletics - speed [1d6]=6; SDC [1d8]=3 physical labour sdc [2d8]=5 Running - speed [4d4]=8; SDC [1d6]=6
06-22-2021, 12:15 AM
(This post was last modified: 07-03-2021, 09:24 AM by MSgt Khayman Tamaroa.)
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 Strength: 2d6r2 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 =4 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 |
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