Rose Dandy-Ba (Pleasurer Caseman)

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Rose Dandy-Ba (Pleasurer Caseman)

Postby Rose Dandy-Ba » Wed Oct 11, 2017 2:57 am

Player Name: Janice
G-Mail: JEFLINT@gmail.com

Character Name: Rose Dandy-Ba
Alias: Fenny
Race: Pleasurer
O.C.C.: Case Man
Alignment: Scrupulous
XP Level: 3
XP Points: 7,451 (12FEB2018 MaA)
Next Level @ XP: 8,601 (@ 4th lvl. - Use Pleasurer XP Table)
Sentiments/Non-Humans: Some of my best friends are non-humans. Some of my biggest enemies are. You just gotta stay one step ahead of them.
Sentiments/Coalition: With a passion for destruction they're hard to like. Sure there are probably good ones in there somewhere but man I don't like getting shot at.
Disposition: Easy going, cuddly and jovial when not on a heist. On a heist has laser focus and is a perfectionist.
Insanity: Obsessed with becoming famous

ATTRIBUTES
I.Q.: 18
M.E.: 21
M.A.: 20
P.S.: 20
P.P.: 16
P.E.: 16
P.B.: N/A
Speed: 12

PHYSICAL DATA
P.P.E.: 8
I.S.P.: 70
H.P.: 16
S.D.C.: 111
Age: 21
Sex: Unknown
Height: Variable
Weight:130
Description: In her Natural Form Rose looks like a hairless humanoid with hard to distinguish features. Rose's "Base Form" is that of a furry anthro she describes as a mix between fox and mink. She has long ears like a fennec fox, a big bushy tail like a fox and the majority of her fur is sandy brown. Her stomach, chest, inner thighs, neck and chin are a silvery white. The headfur on between her ears, the tips of her tail and ears are silvery white. Her left eye is yellow and her right eye is blue.

Racial Abilities
Shapeshifting: Can assume any humanoid form, but their weight remains unchanged, hair, fur and scales can be imitated. More importantly, the pleasurer can pick-up images in a person’s mind and take the shape of those images. Loved ones, private fantasies, and famous people are amount the pleasurer’s repertoire of shapes. (Disguise ability equal to 70% +2% per lvl.)
Tele-Empathy & Empathic Dependence: Pleasurers can sense feelings and surface thoughts. This is a natural power with no I.S.P. points and has a range of 100 feet plus 30 feet per level of experience. Furthermore, the character can experience the feelings of one or more people as if they were its own – happiness will make it happy, depression will make it sad, and so on. A few can reverse the “emotional charge” to feel the opposite a person is feeling, turning pain into pleasure, for example, or to experience pleasure whenever the subject feels any strong emotions, both positive and negative. Pleasurer performers can “tune into” the mood of a crowd, receiving a super-charged surge from their feelings. The character can shut off this power at will by raising a mind block unless they have lost themselves to the emotions: 01-60% chance but only applicable when emotions are extremely high, or a cord of people are lost in the emotions of the moment.
Considered a MajorPsionic
Vulnerabilities: Can become addicted to one person’s emotional state, or the frenzy of the crowd. Most 7th level pleasurers have developed 1d4 phobias and/or obsessions.

Natural Abilities
Perception Bonus: +36% (+46% involving security/surveillance/being watched/ followed or bugged.)
Charm/Impress: -- See Special Rules
Invoke Trust/Intimidate: 60%
Max. Encumbrance: 39lbs
Max. Carrying Weight: 400 lbs
Max. Lifting Weight: 800 lbs
Max. Jumping Ability: 10ft long jump, 5 foot high jump

Special Abilities
*B&E Man:Basic Electronics & Locksmith, +20%, +5 to Comp Operation, Prowl, Pick Locks, Surveillance
*Slippery: +1 Perception, +1 to dodge, Gets Escape Artist /w +15%, +5% to detect ambush, disguise, impersonation, ID undercover agents, law, undercover ops
*Wheelman: +10% to roadwise, +5 to land navigation, +10 to pilot favorite type of vehicle and select 1d4 additional piloting skills.
*Steady Nerves: +2 to save vs horror factor, driving penalty for trick/evasive maneuvers is half, +6 to all demo skills, +5 to disguise, impersonation and undercover ops, +1 to MA
Counter Surveillance: Anyone trying to follow/tail, survey or photograph this character does with a penalty of -20%. Attempts to always be aware of surroundings and the possibility of being observed. 72%+2%/level
Master of the Heist:
+5%+1% per lvl to all skill roles pertaining to heist
-10% on all non heist critical skills during the time of the heist.
OCC Bonuses: +10% to find a surveillance device

Psionics
Major Psionic
1) Sixth Sense (2 ISP)
2) Machine Ghost (12 ISP)
3) Telepathy (4 ISP)
4) Enhance Reflexes (10 I.S.P.)
5) Nightvision (4 ISP)
6) Telekinesis (Small 3, Medium 8, Large 8+1 every 10 lbs)
7) Bio-Regeneration (6 ISP)
8 ) Healing Touch (6 ISP)
9) Meditation (0 ISP)
10) Mind Block (4 ISP)
11) Sense Evil (2 ISP)
12) See Aura (6 ISP)
13) Empathy w/ 3x range (4 ISP)

O.C.C. Skills
Basic Electronics 59% (+5%)
Basic Mechanics 54% (+5%)
Camouflage 64% (+5%)
Computer Operation 54% (+5%)
Electronic Countermeasures 64% (+5%)
Find Contraband 43% (+4%)
I.D. Undercover Agent 57% (+4%)
Language: American 104% (+1%)
Literacy: American 64% (+5%)
Locksmith 59% (+5%)
Mathematics: Basic 79% (+5%)
Palming 44% (+5%)
Pick Locks 54% (+5%)
Pick Pockets 59% (+5%)
Pilot: Hovercycles, Skycycles & Rocket Bikes 100% (+3%)
Pilot: Hover Craft (Ground) 64% (+5%)
Pilot: Motorcycles & Snowmobiles 70% (+4%)
Pilot: Truck 54% (+4%)
Research 64% (+5%)
Sensory Equipment 54% (+5%)
Streetwise 42% (+5%)
Surveillance 64% (+5%) To tail
Surveillance 54% (+5%) to all other aspects
Tracking: People 49% (+5%) to track
Tracking: People 59% (+5%) to cover tracks
T.V./Video 49% (+5%)
W.P. Handguns
W.P. Energy Pistol
HTH Basic

O.C.C. Related Skills
Detect Ambush 44% (+5%)
Prowl 54% (+5%)
Boxing
Kickboxing
Acrobatics
• Sense of Balance 64% (+5%)
• Walk Tightrope 64% (+3%)
• Climb Rope 80% (+2%)
• Back Flip 64% (+5%)
• Basic Climb 44%


Secondary Skills
Dance 44% (+5%)
Play Musical Instrument 49% (+5%)
Wardrobe & Grooming 62% (+4%)
Cook 49% (+5%)

Combat Data
HTH Type: Basic
Number of Attacks: 5
Initiative Bonus:+2
Strike Bonus: +1
Parry Bonus: +5
Dodge Bonus: +7
HTH Damage Bonus: +2 (Kicks) +5 (normal)
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +2
Bonus to Disarm:
Kick attack: 1d8
Round House Kick: 3d6
Axe Kick: 2d8
Knee Strike: 1d8
Leap Kick: 3d8 (2 APM)

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

WP Handguns – +1 to strike
WP Energy Pistol – +2 to strike

Saving Throw Bonuses
Coma/Death: +4
Magic (varies): +1
Lethal Poison (14+):
Non-Lethal Poison (16+): +1
Insanity (12+): +4
Psionics (varies): +3
Horror Factor: +2
Radiation Poisoning: +3

*Indicates numbers already factored into sheet.
Last edited by Rose Dandy-Ba on Sun Jan 21, 2018 12:25 pm, edited 28 times in total.
Rose Dandy-Ba
 

Equipment

Postby Rose Dandy-Ba » Wed Oct 11, 2017 2:57 am

Equipment

Vehicles/Mounts are listed first.
NG-227 Jouster

Carried/In Hand
Bandito BigBore "Big Boss" Magnum Revolver

Worn on Person
NE-CW20 Camouflage Variable Armor
Wallet
Black Pants, Purple leotard, leather jacket, thin pair of leather gloves and Sunglasses
E-clip
Language Translator
Communicator
Digital Camera

M.D.C. Briefcase
Multi-Optics Helmet
Portable Computer
2 Tracer Bugs
Pocket Scrambler

Small Duffle Bag
lock picking kit
tool kit
Wilks Laser Torch
Wilk's Laser Scapel
Pocket Laser Distancer
Binoculars

Large Duffle Bag
Ski Mask
box of 100 surgical gloves
air filter
gas mask
large crowbar
Bolt Cutters

Large Suitcase
4 sets of personal clothing
Traveling Clothes
Black Business Suit
Trech Coat
Baseball cap
wide-brimmed hat
beanie


Backpack
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:

Stored in Vehicle
MDC Briefcase
Small Dufflebag
Large Dufflebag
Backpack
Secure Universal Card: 5,000 credits
Non-Secure Black Card: 6,000 credits



Gear Stats

NG-227 Jouster
Image
Vehicle Type: Winged Combat Hovercycle.
Crew: One rider; no space for a passenger.
M.D.C. by Location:
* Rear Hover Jet (1, tail, large) – 75 each
* Rear Wing Thrusters (2, above wings; can be rotated for VTOL)
– 35 each
* Concealed Directional Jets (12) – 6 each
* Undercarriage Hover Jets (7) – 15 each
* Forward Headlights (2) – 5 each
* Jousting Lance (1) – 100
* Ion Nose Gun (1) – 20
** Wing Missiles (1 set of 4 on each sponson) – 15 per cluster
Wings (2, toward the back) – 65 each
Tail Fin (1) – 35
Windshield (1) – 18
*** Main Body – 128
* A single asterisk indicates small and/or difficult targets to hit and requires the attacker to make a “Called Shot,” and even then the attacker is -5 to strike. The rider, hunched down, low to the body of the hovercycle, is equally difficult to hit.
** Requires a “Called Shot” to hit (-5 to strike), but when 15 or more M.D. is inflicted to the missile cluster, they all explode, doing full damage to the wing and hovercycle and half damage to the pilot. A crash is likely (-40% piloting penalty to maintain control). Losing one wing reduces speed by 10% and inflicts a -12% piloting penalty. Losing both wing reduces speed by 20% and inflicts a -24% piloting penalty. Losing one wing thruster, as long as the wing remains intact, reduces speed by 10% and imposes a -5% piloting penalty.
*** Depleting the M.D.C. of the main body shuts the vehicle down completely, making it useless. Note: No additional M.D.C. can be added.
Statistical Data:
Maximum Speed: 290 mph
Maximum Altitude: 1,000', but typically hovers at 3'-12' above the ground and can handle drops of up to 2,000'
Maximum Range: 1,200 miles
Engine: Typically a combustion or electric engine; nuclear is available.
Dimensions: 6' tall, 17' long, 14' from nose to thruster, plus 3' with the Jouster Lance, 14' wingspan, 980 lbs.
Cost: 369,000 credits gasoline engine, 445,000 credits for electric, 825,000 for Solid Oxide, and 1.4 million for nuclear with a 10 year life. Note: This vehicle has not ever been purchased and used by
the CS military. Hugely popular amongst urban dwellers, racers and customers living in wide open spaces.
Weapon Systems:
1. NG-JL277 Joust Lance (1):
Swivel mounted; 45 degrees motion to left and right, and can rotate 360 degrees
Range: 3,000'
Damage: 1D6 M.D. or 2D6 M.D.
Rate of Fire: Single shots only
Payload: 20 shots per E-Clip at full 2D6 M.D. level (comes standard with ports for two E-Clips providing 40 total blasts). Unlimited payload if linked to a nuclear power supply.
Weapon Cost: Standard to the Jouster combat hovercycle, but would sell for 75,000 credits if it is ever made available as a modular weapon option.
2. NG-HI18 Heavy Ion Blaster Nose Gun (1):
Mounted in a small ball turret in the nose, with 90 degree rotation.
Range: 1,200'
Damage: 4D6 M.D.
Rate of Fire: Single shots only
Payload: 6 shots per E-Clip. Unlimited if linked to a nuclear power supply.
Weapon Cost: Standard to the Jouster combat hovercycle, but normally sells for 60,000 credits in a ball turret.
3. Wing Sponsons (1 per wing): Can hold four mini-missiles per wing; eight total.
4. Additional Weapon Systems: Optional. Any. One additional weapon can be added on the front sides of the Jouster, each at an additional cost. However, this is not recommended as it diminishes
the aerodynamics and reduces speed by 5% per each extra weapon. Additional weapons are never part of any special discount offers, and the full price applies even during sales.
Modifiers: No penalties for the built-in weapon systems, the usual apply for add-on weapons. +1 to dodge at speeds below 100 mph, +2 to dodge at speeds between 101-200 mph, and +3 to dodge at greater speeds. -5% on piloting skill roll when making sudden stops, trick
moves and elaborate stunts or evasive action. -5% piloting penalty for every 200' above the ground; the higher it goes the wobblier it gets. With the addition of wings, width becomes a factor not normally a concern for most, narrow hovercycles, and limits where the Jouster can go. No narrow alleys unless the pilot is willing to turn the Jouster sideways with one wing pointing up and the other pointing down at the ground, reducing its 14' wingspan to 6'; considered trick driving and imposes a -10% skill penalty. Likewise, Jousters are not well suited to forests for the same reason and must
travel above the tree line to avoid smashing into trees and getting tangled in vines and branches.


Carried/In Hand
Bandito BigBore "Big Boss" Magnum Revolver
Image
• Range: 200'
• Damage (BigBore "Shotgun" Shells): 2D4 M.D. per single BB shotgun shell fired, plus knockdown.
    Knockdown Effect (Shotgun Rounds): Human and human-sized D-Bees must roll a 20 sided die with a -6 penalty to stay standing. The roll must equal or surpass the attacker's natural roll to strike. A successful save vs knockdown means the character is staggered, feels like he was kicked by a mule and loses the initiative. A failed roll means the victim is knocked off of his feet and flung 8- 10 feet (2.4 to 3 m) before hitting the ground! The victim loses initiative, is momentarily dazed (reduce all combat bonuses by half for one melee round per each blast endured), and loses one melee attack/action!
    Knockdown Note: Even characters in M.D.C. body armor are knocked down and suffer the penalties above. Those in power armor or who are full conversion cyborgs, man-sized robots (11 feet/3.3 m or smaller), lesser supernatural beings and lesser creatures of magic (including Dragon Hatchlings) are +6 to save vs knockdown. If knocked down they are staggered with each shot and lose initiative. True Giants (20 feet/6. 1 m and larger), giant robots ( 1 2 feet/3.7 or larger), Demon Lords, deific level supernatural beings and powerful, giant creatures of magic such as adult and ancient dragons and Greater Elementals take damage only. They do not lose initiative, nor do they suffer knockdown or related penalties.
• Rate of Fire: Single shots only
• Payload: 4 shots
• Weight 4 lbs


NE-CW20 Camouflage Variable Armor
Image
M.D.C. by Location:
• Helmet: 40
• Arms: 20 each
• Legs: 30 each
• Main Body: 80
Modifiers: -5% to acrobatics/gymnastics, -20% for others to detect, +5% to prowl skill
Special Features
• Masks infrared and thermal emissions, only 21% chance to be detected by such devices.
Last edited by Rose Dandy-Ba on Mon Oct 23, 2017 8:36 am, edited 16 times in total.
Rose Dandy-Ba
 

Re: Rose Dandy-Ba (W.I.P)

Postby Rose Dandy-Ba » Wed Oct 11, 2017 2:59 am

Background Story

In the beginning…
Where Rose was born she couldn’t tell you for sure because even her adopted parents don’t know for sure. They found her outside of the tiny settlement that they lived and worked. They weren’t anything special just a small community of likeminded folks trying to survive in the harsh land that was North America. When Rose was found she was swaddled in a blanket, her nondescript features led the doctors in the village to scratch their head in confusion and they eventually recommend that the couple should take the child to a bigger hospital for more through testing. They need not have bothered because by the time Rose was a year old, or to their best guess, she was starting to instinctively copy the silver fur of her adopted mother or the brown sandy fur of her adopted father.

Realizing that they had a changeling and knowing that it would be difficult in a tiny village for the child they moved to the big city of MercTown. Daisy Dandy had wanted to go there and launch her career as a starlet and did nothing but continue to pitch the idea at Anis Ba. Finally breaking down Anis agreed and the two left the relative safety of the village for MercTown when the next traveling caravan came through. Anis offered his skills as an operator while Daisy did her best to entertain and keep the company fed as they traveled to MercTown. For various reasons the mercs didn’t travel as fast as they could and they ended up reaching the city. By then Anis had become a welcome member to the company and he was offered a position in the company. He grudgingly took the work not wanting to leave his partner and adopted child he agreed only if Daisy and Rose would get to stay in his room in the compound. The mercs agreed and he signed a contract with them to be their operator.

Daisy finally in the big city set about trying to find work as a starlet and a high class entertainer. She was not having much luck in the case because she had to either take Rose with her or leave her in the compound unsupervised. For the first few months Rose was always by her mother’s side. But by the sixth month Rose was increasingly left at home and by herself while Daisy worked, flirted and generally lived a life of leisure. If not for the staff on hand Rose might well had starved from the lack of attention. Of course Daisy wouldn’t listen or care and said that the child was ruining her chance at the life she’d always wanted.

When Anis was home there were frequent fights between the two anthros. And by now Rose had developed a form that was a mixture of her two adopted parents. Daisy blamed the baby for keeping her from being the media darling she knew she could be. And Anis reminded her that it had been her idea to take the child in instead of turning it in at the hospital for some other parents. And Anis really did love his daughter but he feared what was going to happen if she was left alone with Daisy constantly while he was out on the road. He asked to rearrange his contract to stay more at the base and only have short jaunts. Grudingly the mercs agreed and Anis took over sole parenting of the baby. Daisy split and never looked back.

Rose was a mischievous and troublesome child and was frequently getting into places she shouldn’t and having to be disciplined and watched. It was driving Anis to his wits end dealing with the young child as he tried to work. And increasingly Rose found herself without the company of her father as she was deposited on the steps of Daisy’s doors long enough for him to plow through the backlog of work he’d gotten while watching his daughter. And naturally the mink anthro had no desire to do anything with the child and left it to the servants she’d gained. Whether or not Rose had been holding Daisy back she’d never know but Daisy Dandy seemed to hit her stride and was seen on the arms of powerful men. She had no time for the young changeling.

The Rag Tails

With increasingly no parental guidance on Rose she was found in the dingy and shadowy corners of MercTown where it seemed the most fun. Rose’s brown and silver fur standing out from all the other creatures that were there in the shadows of the Warrens. She hooked up rather innocently with a bunch of other city rats that were out to have fun. And fun they had running through the city, climbing buildings, leaping over fences and generally behaving as children without a care in the world. But the fun had to stop at some point and it was Slick Eddy who suggested they start taking what they wanted from vendors and others. A few of the kids backed out but Rose grinned and went along with the older and larger kid. Soon Rose was getting an education that was of more value than anything that her adopted parents could give her.

Rose and the others started calling themselves The Rag Tails since they all claimed a portion of the Warrens as their home and they all were D-bees of some sort. Rose was the best climber and had no sense of fear when it came to heights and would zip along the roofs with the best of them. And her smaller size, made easier by the fact she could change her shape just enough to slip into smaller spaces than she normally would have been able to, made her a natural Breaking and Entering thief. She enjoyed stealing and looked at it as a great game that was only going to end when they had to give the stuff back.

The Rag Tails came to attention of another slightly larger group of city rats and the two started to come to blows with one another. The two making it standard business to attack, ambush, call the authorities or otherwise alert the owners as to what was about to go down. For Rose it only made the challenge that much better to sneak in under high alert. Rose’s skills seemed to flourish in this environment and she was soon one of the best members of the gang for theft. And their rivals took note of that and set about to clip the anthro’s wings once and for all.

Rose found herself in a fight for the first time in her life and barely managed to escape with her life. She was set upon by three of the rivals of her gang and attacked with clubs and knives. Rose had long kept secret her psionic abilities and lashed back with the only abilities she had that could do a mediocre amount of damage. Picking up a pipe with her mind she struck the closest kid. Had her sixth sense not activated she would have been hit before she knew what happened. But still three on one is not the type of fight anyone wants to be in and she had to run; limping for the relative safety of the market and local authorities.

She threw herself at a cop, passing out. When she awoke she found herself chained to a hospital bed. She was in a ward in the jail. They had enough evidence on Rose alone to hold her in jail. She healed quickly thanks to the use of her psionics and quickly vanished into the populace of the jail. She wasn’t prepared for jail at her age and found herself in a hard place. With many of the criminals being bigger, stronger and tougher than her it ended up that she had to be smarter, quicker and more daring to escape their wrath for perceived slights. She met a fence named Freddie Fast Fingers and the two became friends on the inside.

Like many career criminals jail only served to make Rose better at what she did. She developed a laser like focus from a few of the more experienced B&E folks and learned more important skills on the side. She had relied upon natural talent and luck to make her getaways. The folks in jail refined and taught her skills she never would have had without spending time in the joint.

Going “Straight”

Rose was released on good behavior into a work release program to help out in the city. She did as she was instructed and reported to her parole officer as warranted. Lived in her crappy studio apartment and began to fall in love with the music that was played in the dance club beneath her apartment. When she wasn’t working or sleeping she spent her time in the club enjoying the company of other young people just in search of a good time. But going straight wasn’t going to be in Rose’s blood because shortly after her release she was approached by the few remaining Rag Tails that were still operating.

The stories they told got the itch in the back of the young pleasurer’s mind. The excitement and the joy of a perfect heist. She agreed and the next week they attempted to steal from MercTown State Bank. This was going to be the biggest thing that Rose had ever tried to hit in her career and she spent a lot of time researching the layout and planning the robbery. Unfortunately for Rose her former gang didn’t take the necessary precautions and soon half the underworld knew that the bank was going to be hit. It only took a bit of digging and it was learned the Rag Tails were going to be behind it. An anonymous call later and mid robbery the group was caught. All except Rose who was in the air ducts where no one thought a person could get. As her friends were led out in cuffs Rose waited patiently, slipped out of the bank and changed shape.

She had discovered the ability to change shape in jail and had used it to keep herself from being attacked by shifting into a bigger or more feared inmate. She’d learned that psychic powers could be detected and it wouldn’t do to be hanging around so she headed uptown as quickly and casually as she could. With her old friends in jail and her parole officer looking for her Rose decided it was time to vanish for a bit.

A new life?

In the guise of a pretty blonde human Rose started to work at the club she lived under. She was well liked and she earned pretty decent money but what she wanted to do was to play music and run the club. She started to save for this and realized that she wasn’t going to get that money anytime soon legally. Still she didn’t want to revert back to her old ways because her first job had almost got her caught.

In the comfort of her crappy studio she went over the bank heist. None of that had been her fault in the least. It had been her partners who were too loose with their lips. She’d been quiet and dedicated to getting in without being detected. The problem lied in partners. Solo heisting was the way to go. It wouldn’t provide big scores but it would provide her with a bit of starting money to get her own dance club.

As she researched places to hit she had found that her mother had come into money. Rose didn’t care how or why but she was infuriated that her mother and father who had never been there should have good lives while she was struggling and paying for honest kid mistakes. Her first score was going to be teaching her mother a lesson. She gathered information on her mother’s house and routines and started to diet to get to the weight that would be closest to the Mink anthro. It was the first time she’d been back in fur for a year at this point. She walked through the front door of the house and walked away with several thousand credits worth of jewelry. The servants hadn’t stopped or questioned her at all.

Rose sold the gems to Freddie Fast Fingers, a pawn shop owner now. Naturally his curiosity made him ask questions and in strictest confidence Rose explained why she had them. She didn’t say who she’d got them from or why just that she needed money to eat. Freddie grinned and soon the two were working again. Rose doing small scores to pay her bills and Freddie handling her money so that it didn’t get found out it was dirty. Rose maintained a code of only stealing from those who deserved it and only what they could miss and never from those that were worse off than herself or needed it more than she did.

Still the dollars for a club loomed in front of her and she knew she’d never make enough money doing this sort of work. With a weary sigh she headed into town to find a more dangerous line of work that could put her skills to use.
Last edited by Rose Dandy-Ba on Mon Oct 16, 2017 5:50 pm, edited 2 times in total.
Rose Dandy-Ba
 

Re: Rose Dandy-Ba (Pleasurer Caseman Ready for Inspection)

Postby Rose Dandy-Ba » Sun Oct 22, 2017 4:44 pm

Black Market Case Man
1 0,000 – 1,925
2 1,926 – 3,850
3 3,851 – 7,450
4 7,451 – 15,000
5 15,001 – 21,500
6 21,501 – 31,500
7 31,501 – 41,500
8 41,501 – 54,000
9 54,001 – 75,000
10 75,001 – 105,000
11 105,001 – 140,000
12 140,001 – 190,000
13 190,001 – 240,000
14 240,001 – 300,000
15 300,001 – 350,000

Pleasurer
1--0000-2150
2--2151-4300
3--4301-8600
4--8601-17200
5--17201-25500
6--25501-36000
7--36001-52000
8--52001-73000
9--73001-98000
10--98001-134000
11--134001-184000
12--184001-240000
13--240001-295000
14--295001-365000
15--365001-425000
Rose Dandy-Ba
 

Re: Rose Dandy-Ba (Pleasurer Caseman)

Postby Rose Dandy-Ba » Sun Nov 05, 2017 5:54 pm

25-Milestone Reward: (5 EP) Attribute Boost (applicable to attributes 16+, +1D6, MA, Rose)
-1 EP for Attribute Boost Under 16 (P.E.)
-1 EP for Attribute Boost Under 16 (P.P.)


Original Stats
I.Q.: 18
M.E.: 21
M.A.: 16
P.S.: 20
P.P.: 15
P.E.: 12
P.B.: N/A
Speed: 12




Rolling for the Milestone Reward to bring the 16 M.A. up, spent 2 EP to raise PP and PE by 1d6 as well.

M.A. 1d6:
4

P.P. 1d6:
1

P.E. 1d6:
4




Updated Stats
I.Q.: 18
M.E.: 21
M.A.: 16 + 4 = 20
P.S.: 20
P.P.: 15 +1 = 16
P.E.: 12 + 4 = 16
P.B.: N/A
Speed: 12




Updated
Invoke/Trust from 40% to 60%
Updated H.P. from 12 to 16
added +1 Strike/Parry
+4 to save vs coma/death
+1 save vs magic/posion
Rose Dandy-Ba
 

Re: Rose Dandy-Ba (Pleasurer Caseman)

Postby Rose Dandy-Ba » Fri Jan 19, 2018 7:30 pm

Rose Future Plans

Seven level dance club - Purgatory
    Bottom level glass floor under the glass floor is a T-Rex
    Blind Warrior Women as Waitresses
    (Optional) levels dedicated to criminal activities, side wings

Pick up Multiple Professional Music Skills - Ongoing Skills
Gain Enhanced Hearing
Gain Enhanced Sense of Smell
Gain Empathetic Transmission
Gain Mindblock Auto Defense
Gain Telekinesis (Super)
Gain Telekinetic Acceleration Attack
Rose Dandy-Ba
 


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