Shane (Human Delphi Juicer Assassin)

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Shane (Human Delphi Juicer Assassin)

Postby Shane » Mon Jun 15, 2015 8:04 pm

Player Name: Ben!
YIM Handle: MaxthebearEU

Character Name: Shane Kinnon
Alias: Mindwarp
Race: Human
O.C.C.: Delphi Juicer/Juicer Assassin
Alignment: Aberrant
XP Level: 6
XP Points: 33,821 (12FEB2018 MaA)
Next Level @ XP: 36001 (@ 7th lvl.)
Sentiments/Non-Humans: People are people. Everyone deserves respect for who they are.
Sentiments/Coalition: It is the leadership that is evil, not the multitudes. They only do what they are told and are educated to do.
Disposition: Soft spoken, sullen, and determined.
Insanity: Schizophrenic

I.Q.: 23
M.E.: 19
M.A.: 16
P.S.: 26
P.P.: 25
P.E.: 18
P.B.: 8
Speed: 52

I.S.P.: 106 Base + 80 (PAS)
H.P.: 39
S.D.C.: 170
Age: 24 (1 year as a juicer and already looks 10-15 years older than he should)
Sex: Male
Height: 6'1"
Weight: 200 lbs.
Description: A tall and solidly-built, bald man. Generally is extremely well dressed when not in armor. Speaks softly or not at all and rarely raises his voice. Looks ten years older than he actually is.

Natural Abilities
Perception Bonus: +4
Charm/Impress: N/A
Invoke Trust/Intimidate: 40%
Max. Encumbrance: 132 lbs.
Max. Carrying Weight: 520 lbs.
Max. Lifting Weight: 1,040 lbs.
Max. Jumping Ability: 26' Across, 13' High

Special Abilities
Automatic parry or dodge on all attacks, even from behind.
Enhanced Healing: Heals four times faster than normal.
Psychic Amplification System (PAS) Helmet:
***Adds a pool of 80 I.S.P., recovered at 8 per hour.
***Increases the range of all powers by 10% and doubles their duration.
***Protects head with 30 M.D.C., but cannot be removed.
***Has advanced optics including low light, infrared and thermal sights.
Can fire a two handed weapon like a rifle one handed without penalty. (W.P. Sharpshooting: Energy Rifle)
Can lift and carry four times more than the average person.
Can last five times longer before feeling the effects of exhaustion.
Can remain alert and operate at full efficiency for up to four days without sleep.
Normally needs only four hours of sleep per day.

Master Psionic
** See PAS Helmet Notes. Double Duration, +10% Range on All Psionics!
Clairvoyance (4 I.S.P.) -
Presence Sense - (4 I.S.P.)
See Aura (6 I.S.P.)
See The Invisible (4 I.S.P.)
Enhance Reflexes (10 I.S.P.) - +1 attack per melee, +3 to Initiative, +1 to Strike, +2 to Parry, +2 to Dodge, +2 to P.P., +15% to balance/coordination skills)
Resist Magic (10 I.S.P.) - Reduces damage, effects & duration of magic affecting psychic by half. +3 to save vs magic.
Ectoplasmic Disguise (12) - 65% skill proficiency
Psychic Body Field (30) - 60 M.D.C., skills requiring a delicate touch -30%
Telepathic Suggestion (15 I.S.P.) - Varies, Page 84 Rifter #25
Cause Hallucination (8 to 20 I.S.P.) - Varies, Page 79, Rifter #25
Telemechanics (10 ISP)
Telemechanic Mental Operation (12 ISP)
Telemechanic Paralysis (20 ISP)
Mind Block (4 ISP per activation) Quick notes: 120 minutes duration @ level 6. So 4 ISP per 2 hours.

O.C.C. Skills
Radio: Basic 89 (5%)
English: 110 (1%)
Detect Ambush: 74 (5%)
Detect Concealment: 69 (5%)
Demolitions: 104 (5%)
Prowl: 84 (5%)
Climbing: 94 (5%)
Rappelling: 74 (5%)
Streetwise: 59 (4%)
W.P. Energy Rifle
W.P. Sharpshooting - Energy Rifle
W.P. Energy Pistol
W.P. Heavy Military Weapons
W.P. Paired Weapons
Hand to Hand: Assassin

O.C.C. Related Skills
Intelligence: 66 (4%)
Surveillance: 74 (5%)
Interrogation: 69 (5%)
ID Undercover Agent: 74 (5%)
Electronic Countermeasures: 74 (5%)
Acrobatics (Level 4)
-Sense of Balance: (89%+5%)
-Walk High Wire: (83%+3%)
-Climb Rope: (100%+2%)
-Back Flip: (89%+5%)
Gymnastics (Level 4)
-Sense of Balance (Acrobatics is Better)
-Work Bars/Rings: 83%+3%
-Climb Rope (Acrobatics is Better)
Field Armorer & Munitions Expert: 54%+5% (Level 1)
--Basic Mechanics (44%+5%) (Level 1)

Secondary Skills
Lore: Demons & Monsters: 59 (5%)
Lore: D-Bee 59 (5%)
Math: Basic: 79 (5%)
Basic Electronics: 64 (5%)
W.P. Knife
Literacy: American: 64 (5%) (Level 3)
Athletics: General (Level 3)
Jury Rig: 34%+5% (Level 1)
Math: Advanced 54%+5%(Level 1)

Combat Data
HTH Type: Assassin
Number of Attacks: 9 base, +1 if using an energy rifle for an entire melee, +1 if using Psi (Enhanced Reflexes)
Initiative Bonus: +5 (+8 /w Psi)
Strike Bonus: +8 (+10 /w Psi)
Parry Bonus: +12 (+15 /w Psi)
Dodge Bonus: +12 (+15 /w Psi)
Auto-Dodge Bonus: +10 (+11 /w Psi)
HTH Damage Bonus: +11
+4 Damage on All Physical Attacks (HTH Assassin)
+1 to strike with any thrown weapon (HTH Assassin)
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +3
Bonus to Disarm: +3
Entangle: +2

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

W.P. Energy Rifle: +4 to Strike
W.P. Heavy Military Weapons: +3 to Strike
W.P. Energy Pistol: +2 to Strike
W.P. Knife: +2 to Strike, +2 to Parry, +2 to to Strike when Thrown

*** See W.P. Sharpshooting Notes Below

Sniper: +2 to strike on an aimed shot.
Sharpshooter's Aimed Shot: +2 to strike on an aimed shot
Sharpshooter's Called Shot: +3 Base, +4 /w Psi (Not Cumulative With Sharpshooter's Aimed Shot Bonuses)
Sharpshooter's Initiative Bonus: +2 Base, +3 /w Psi
Bonus Attack: +1 melee attack when using a W.P.: Energy Rifle weapon for the entire melee round.
Totaled bonuses for simplicity:
****Aimed Shot with W.P.: Energy Rifle: +10
****Aimed Called Shot with W.P.: Energy Rifle: +11 (+12 with Psi)

Saving Throw Bonuses
Coma/Death: +26%
Magic (varies): +2
Lethal Poison (14+): +9
Non-Lethal Poison (16+): +9
Insanity (12+): +2
Psionics (10+): +6
Mind Control (Varies) +5
Last edited by Shane on Thu Jul 20, 2017 2:36 pm, edited 54 times in total.
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Postby Shane » Mon Jun 15, 2015 8:04 pm


Carried/In Hand
Sancti - Shane's Custom JA-12 Laser Rifle - Carried in hand or slung over shoulder.

• Laser Range: 4,000'
• Grenade Range: 800'
• Laser Damage: 4D6 MD per shot or 1D6x10+10 MD per burst
• Grenade Damage: Depends on round. 4d6 MD 12 foot blast (Frag), 1d4X10 MD 3 foot blast (AP). Can also fire smoke, illumination, chemical rounds, etc. SDC shotgun rounds inflict 6d6 SDC.
• Laser Rate of Fire: Single shots or 3-shot bursts only
• Grenade Rate of Fire: Single shots only
• Laser Payload: 10 shots/E-clip, 30 shots/LE-clip, rechargeable E-Canister holds 30 shots
• Grenade Payload: 10 grenades or 60 shotgun shells per magazine.
Weight: 13 lbs.
Modifiers: +1 to strike on aimed or called shots, Wilks Integrated Optics Gun Sight: +2 on aimed shots.
Optics: 3000 foot range telescopic sight, 3000 foot passive night vision, 1600 foot range thermal/flir.
Note: Custom look from Diamond Tier Monthly Lottery win. Possibly an old prototype weapon. Modified by Ecks. Grenade launcher assembly replaced with WI launcher.

Forearm Integrated Weapon System (F.I.W.S) - Black Market Version, Modified /w single laser sword by Ecks - Right Arm
• Weight: Adds 5 lbs to weight of armor
• Range: Particle Beam Weapons: 500 Feet
• Damage: Vibro Dual-Claw: 2D6 MD, Dual Claw + Laser Blade: 7D6 MD, Laser Blade: 5D6 MD. Particle Beams: 5d6 MD per single shot, 1d6X10 MD per double.
• Payload: Particle Beams: 15 Double Shots (30 Single) per long E-Clip, Laser Blade: Payload: 15+5d6 Minutes per internal battery, can be recharged in 10 minutes from E-Clip Adapter.
• Notes: Laser targeting adds +1 to strike. Completely silver plated. Blades and gauntlet.

Weapons Gauntlet - Modified by Ecks from Vibro Tri-Blade & laser sword - Left Arm
• Weight: Adds 5 lbs to weight of armor
• Damage: Vibro Dual-Claw: 2D6 MD, Dual Claw + Laser Blade: 7D6 MD, Laser Blade: 5D6 MD
• Payload: 15+5d6 Minutes per internal battery, can be recharged in 10 minutes from E-Clip Adapter.
•Note: Completely silver plated. Blades and gauntlet.

Worn on Person
Vibro Spike Juicer EBA
M.D.C. by Location:
• Helmet: 50
• Arms: 25 each
• Legs: 40 each
• Main Body: 70
Modifiers: Good! -5 to Prowl, Climb, Swim, Acrobatics and similar skills. Double the penalties and reduce speed by 20 percent when traveling in heavy underbrush.
Mega-Damage: Spike Punch: 1d4 M.D, Backhand Strike: 2d4 M.D., Head Butt: 1d6 M.D.,Knee Strike: 2d4 M.D., Kick: 1d4 M.D.,Leap Kick: 2d4 M.D., Body Block/Slam/Tackle: 2d6 M.D., Power Slam: 4d6 M.D. counts as two attacks.
Payload: Vibro fields last 1 hour per E-Clip.
Weight: 15 lbs.
Customization: Both forearms modified (See weapons) and Juicer Rocket Boots. All spikes silver plated.
Juicer Rocket Boots: Allow leaping up to 60 feet in the air. An acrobatics/gymnastics/backflip roll allows a rocketing character to dodge (+1) and land behind a person. Or jump and move laterally 10-20 feet or land on a rooftop, tree, etc.
Rocket Boots Payload: 20 jumps per standard E-Clip.

Bio-Comp & Drug Harness
Police Style Shoulder Holster (Stun Blaster)
Stun Blaster - Holstered at Left Shoulder
• Weight: 3 lbs
• Range: 100'
• Damage: Victims are dazed, -10 to strike parry and dodge for 2d4 melees. A successful save vs non-lethal poison means the person is unimpaired. Roll to save vs each blast that strikes. Not effective versus full environmental armor.
• Rate of Fire: Single shots only
• Payload: 10 per standard E-Clip
• Note: Wilks Aimer Gunsight: +1 init, +1 strike on aimed shots

Utility Belt/Webbing
Holster & Web Belt
Otterak Mace Spray (Damage: 1d4 SDC, penalties of no inititive, -5 to strike/parry/dodge, reduce attacks per melee by half, speed by 1/3rd. 1/2 penalties if save vs non-lethal poison. Range: 10 feet. Payload: Six uses.)
2 E-Clips
4 Large Silver Plated Knives (2 Left Side, 2 Right)
4 Wilks Blinder Grenades
2 NE-RV01 Ripper Vibro Knives (Stored in belt at small of back, silver plated) - 2d4 MD each.
1 Magazine of tear gas grenades
1 Magazine of smoke grenades
1 Magazine of ap grenades
1 Magazine of illumination grenades

Neural Mace - Hanging off of side of backpack.
• Weight: 2 lbs
• Damage: 2D6 SDC clubbing attacks, 1D6 SDC jabbing attacks. Has 100 MDC and can parry MD attacks. When struck save VS neural mace (16 or higher, same bonuses as save vs non-lethal poison). Must save each time struck. Successful save means the character loses initiative and one melee attack. Failure means a stunned victim is -8 to strike, parry & dodge plus reduce the character's speed and number of attacks per melee round by half. Duration is 2D4 melee rounds, each subsequent failed save adds another 2D4 melee rounds.
• Payload: 100 stun attacks.

6 Wilks Blinder Grenades
Portable IRMSS Kit
Set of Fatigues
Set of High End Clothes
2 E-Clips

1 Magazine of frag grenades in launcher.
1 E-Clip in Armor
1 E-Clip in Boots
1 E-Clip in Stun Blaster
1 E-Clip in JA-12
1 Long E-Clip In F.I.W.S.
Stored in Sled

Stored At Base
1 Wilks Aimer Gun Sight
John Dex's JA-11 Juicer Assassin's Energy Rifle
• Range: Laser: 4000', Ion: 1600", 7.62: 2000'
• Damage: Laser: 2d6/4d6 M.D., Ion: 3d6 M.D., 7.62: 5d6 S.D.C.
• Rate of Fire: Single Shot
• Payload: E-Clip 10 shots, LE-clip: 30 shots, Canister Cell: Adds 30 shots
• Modifiers: Laser Targeting Bonus: +1 on an aimed shot

How to list Credits/Valuables:
Non-Secure Black Card: 3290 Credits - Belt
Last edited by Shane on Sun Aug 20, 2017 12:05 pm, edited 18 times in total.
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Postby Shane » Fri Jun 26, 2015 1:27 am

DOSSIER: Shane Kinnon

Full Name: Shane Alastair Kinnon
Known Aliases: Mindwarp
Race: Human
Sex: Male
Age: 24
Height: 6 Foot, 1 Inch
Build: Extremely athletic as a result of Juicer Augmentation.
Eye Color: One Blue, One Green
Hair Color: Bald
Skin Color: Caucasian
Distinguishing Features: Hands permanently tattooed red.
Augments: Delphi Juicer Conversion
Threat Level: High

Known Capabilities:
Extreme accuracy with energy weapons, powerful hallucinogenic psionic abilities in addition to all known Delphi Juicer abilities.
Previous Known Accomplices: The criminal organization known as the Syndicate, operating out of Kingsdale.
Last Known Location: Seen fleeing Kingsdale after turning rogue and killing all known Syndicate members.


Shane Kinnon was born in the village of Laramy, located between the free state of Kingsdale and the Coalition allied city of Whykin. With his mother and his father both simple farmers it seemed that Shane was doomed to a largely agrarian existence. As a boy he worked the farm, tilled the fields, milked the cows but his eyes were always on the armed men who moved through the community off on grand adventures. It didn't matter to him one single iota that he never saw most of them again. The point was, they were doing something other than decomposing in a barn.

As boy became a man, Shane discovered that he had a major failing in life. He lacked patience. His parents told him that every dog has their day and one day his would come but that was not enough for him and one day after a vicious argument with his father he set out on foot for Kingsdale. He soon found that the grass was in fact not greener on the other side. Though he was incredibly agile by anyone's standards he wasn't especially strong, fast or handsome. He was rather mentally resilient with little seeming to shake him and though he had some psionic ability it wasn't enough to keep him from falling in with the wrong crowd.

First it was a gang of Juicer Wannabees known as the Pack Rats. He'd been sleeping in a ditch in the dregs with no money to afford any other place and and he woke up surrounded. He was given the option to fight or die and the quiet voiced kid from the farm managed to equate himself well enough that the fight was stopped and he was given another offer: Join or be shot. Facing down the barrel of a NG-45LP, he really didn't have a choice and for a year or so traveled with the Pack Rats in their various misadventures. Robbery, the occasional murder, the standard stuff for the dregs really.

Then one day as it always happens in the dregs, they bit off more than they could chew and were wiped out by a larger gang. Those who survived, Shane among them were absorbed into the Rock Machine and treated more or less as cannon fodder. Somehow by dint of his freakish agility, Shane survived . . . but unbeknownst to him the Rock Machine had sponsors. The Pack Rats had been little more than kids with guns, but the Rock Machine actually had people who underwent the process to become Juicers. By this point, Shane had thought it over long and hard. Life sucked he decided, it sucked on the farm, it sucked in Kingsdale and probably would continue to suck wherever he went so what did he have to lose?

He immediately set about trying to make the right friends. On the farm, his dad had an old laser rifle that he used to ward away Grigleapers and other predators and Shane had gotten pretty good with it. Sometimes people have a raw talent for something and it seemed that long arm energy weapons were his. One night in a bank robbery gone bad, under fire, he managed to drag away two of his friends and would have gone back for the third when someone caught him in the stomach with a .45 ACP round. Despite that he managed to crawl to a fallen ganger and take up his Wilks Rifle and with a series of precise shots from cover disable not only the other gang's getaway vehicle but their foot soldiers as well.

By this time the masters of the Rock Machine (And several other gangs) had noticed Shane and ordered that his recovery be paid for. The Syndicate was a conglomerate of dirty business industries with tentacles in everything from construction to arms smuggling. With the 'Black Market' of North America having never truly made inroads into Kingsdale, this was the budding roots of a new black market replacement. When they offered to make him a juicer in exchange for two years service no questions asked he accepted. He was told he would be one of a rare breed with the downside that he would never be able to remove his helmet. In exchange for this, not only would he be a god among men physically but his mental abilities would be boosted beyond what he could ever dream of.

He accepted and soon he was a Delphi Juicer.

His first mission was to sneak into the office of a rival businessman and leave an explosive in his desk. He thought nothing of the man he killed or his family. The second, third, and on to nauseum were more and more of the same. He didn't care, he reveled in his new found power. Being able to walk up to guards and use the power of his mind to make them believe he belonged to be there and walk right on by them in full combat kit was a rush every single time. After six months of loyal service he was awarded his most prized possession, his JA-12 rifle. By this point he had developed a reputation around Kingsdale. Enemies of the Syndicate spoke in hushed words about Mindwarp and his ability to just walk through their security (or kill them handily if his powers did not work) and to Shane, his JA-12 legitimized who he was. He was a Juicer Assassin, and make no mistake, the JA-12 was a symbol of that. He saw it as his badge of office, his torch to carry and something to be proud of.

By a year later, Shane figured that he'd killed eighty. Of those fifty were rivals who were causing the Syndicate trouble in business, twenty five or so were rival assassins and the rest.... well the rest had begun to weigh on him. The allure of being a juicer had faded somewhat, drowned out by all of the blood he was spilling. With the rush of power fading away and the newness gone, the spirit of the farm boy from Laramy had begun to reassert itself. For the next few weeks, Shane had doubts but it wasn't until he was ordered to make other hit that the bough broke. He had been told to break into an office and kill anyone who was there. The breaking in was easy, he simply climbed into a second floor window... but when he kicked it in to enter the office he found not just the man he was supposed to assassinate but his family as well. Wife, children, brothers and sisters with their own children. He had chosen to bust in on a birthday party.

Failing to carry out his orders was death, he knew. Death from the Syndicate's other Juicers and Crazies. They would stop at nothing to hunt him down. He wasn't even halfway through his term as a Juicer. For a moment he just stood there, his rifle in hand, finger ready to tighten down on the trigger of the grenade launcher.

Could he?

Could he do it?

Had the farm boy from Laramy, raised on hard work and morals really fallen this far?

Was it worth it?

Was becoming... this worth it?

All at once, Shane knew the answer.


No, it wasn't.

He waved his hand at the party and most of them remembered a strange looking clown kicking in the window, mumbling about being in the wrong place and then leaving. After that? Shane engaged his own private little war. He returned to the barracks and shot every individual he could find who might be able to stand a chance at opposing him. The Syndicate had five juicers including him and two crazies and he was able to catch both crazies and a juicer in bed. Not finished, he headed for administration, systematically offing the men who made him what he was.


He wouldn't do this anymore.

He had become a monster. A ticking time bomb, a creature of horror with only four years and a bit left to five.

The Syndicate was broken. Though it's leader eluded him along with two of the other Juicers, one a mega and one a hyperion, both bodyguards of the organization's leader.... he knew they would never be the same. Picking up his gear, his life and what was left of it he enlisted as a guard on caravan trip across North America. He had no idea where he wanted to be... he just wanted to be gone.

He eventually arrived at Merctown and it seemed to be the place to try out. He shaved his previously trademark ponytail and beard, and looking in the mirror barely recognized himself. He decided to drop using the name Mindwarp and start a new life for himself.


He wouldn't do this anymore.

He wouldn't be someone's beast; someone's attack dog; someone's murderer.

With four years and a bit left.... it is time for Shane to do all the good he can in the world. He is committed to it and there will be no deviation. Surely, someone of his abilities can make a difference for the better?

As a final symbol of his old life before looking for work in his new one, he had both of his hands tattooed with red ink to symbolize the innocent blood he had spilled.

Never again.


He will make as many things right as he can; do as might good as he can... and when the time is right and last call is close, sacrifice himself for the greater good for someone. He knows he'll never be truly 'good' again, but he knows what is wrong as well. An aberrant aberration.. he will do the best he can with who and what he is.

All he knows is that Shane Kinnon is determined to make a difference with the time he has left, a difference for the better.

Kill List Since Chargen: Assists don't count
Sept 5, 109 PA: John Dex (Juicer) - Blue Hands Mercenary Group - Vibro Claws
Sept 5, 109 PA: Full Conversion Borg (Radioactive Paint Job) - Probable Syndicate - John Dex's JA-11
Sept 5, 109 PA: Full Conversion Borg (Dazzle Paint Job) - Probable Syndicate - John Dex's JA-11

Theme Music:
You Want It Darker - Leonard Cohen
Last edited by Shane on Wed Oct 12, 2016 12:29 pm, edited 2 times in total.
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Re: Shane (Human Delphi Juicer Assassin)

Postby Shane » Tue Mar 08, 2016 10:02 pm

HP Roll for Level 4:


+1 to W.P. Energy Rifle (Added)
+1 Init
+4 to all physical damage
WP Knife: +1 to Strike
1 Super Psi Power: Telemechanics (10 ISP)
A whole 2 HP!
+1 to auto dodge
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Re: Shane (Human Delphi Juicer Assassin) [LEVEL UP] 4 -> 5

Postby Shane » Sat Jun 11, 2016 1:27 am

Leveled to 5.

HTH Assassin: +1 Attack, +1 to strike with a thrown weapon.
Delphi Juicer: 8 ISP
Telemechanic Mental Operation (12 ISP)
Psychic Body Field now protects for 50 MDC.
Energy Pistol: +1 to Strike
HP: 1d6 - 1d6:

Level up complete.
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Re: Shane (Human Delphi Juicer Assassin)

Postby Shane » Sat Jun 11, 2016 3:29 pm

EP Purchases:
Attribute Boost (applicable to attributes 16+, +1D6) - PP, Shane (3 EP)
I.S.P. Boost (+1D4x10) - Shane (2 EP)

PP roll: 1d6:

ISP Roll: 1d4*10 = 40:

-- attributes on sheet not yet modified to account for PP roll, ISP added.
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Re: Shane (Human Delphi Juicer Assassin)

Postby Shane » Tue Jun 28, 2016 7:29 pm

While I'm editing his sheet might as well throw a point into IQ so I can waste it by rolling under a 4. ;)

Ledger posted.


Oh, nice.

I am modifying the number on his sheet, but I have not yet added bonuses, the same as I haven't added the bonuses for his increased PP yet.
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Re: Shane (Human Delphi Juicer Assassin)

Postby Shane » Tue Jun 28, 2016 7:57 pm

Going for broke! This time I'll roll a 1.

An additional D6 on IQ from EP.

Here is the 1!


I'll take that.

IQ bonuses have been added to skills. Haven't yet done the PP bonuses.

Original IQ: 12, now: 23

Now doing the PP.

PP upgrade from 22 to 25. PP becomes 27 when using Enhanced Reflexes.

+1 Parry, +1 Strike, +1 Dodge, +1 Autododge
Using Psi: (25 to 27)
+1 to Parry, +1 to Strike, +1 to Dodge, +1 to Autododge.

Sharpshooter's Called Shot: +1 more to strike w/o psi. Total +3, +4 /w Psi.
Sharpshooter's Aimed Shot: Unmodified. Error there originally. Now +2 more to strike on an aimed shot.
Sharpshooter's Quick Draw: +2 Base, +3 with Psi.

Sheet review complete. PP And IQ changes added. Everything is GTG.
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Re: Shane (Human Delphi Juicer Assassin)

Postby Shane » Wed Oct 12, 2016 10:39 am

Notes to self for level 6:

Shane Level 6:
1 Related - Field Armorer & Munitions Expert
2 Secondary - WP: Pistols, Jury-Rig.
1 Psi-Power Pick
Energy Rifle: +1
Heavy Military Weapons: +1
Parry: +3
Dodge: +3
Entangle: +2
Autododge: +1
HP: 1d6
ISP: 8
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Re: Shane (Human Delphi Juicer Assassin)

Postby Shane » Mon Oct 17, 2016 1:51 pm

HP for level up: 1d6:

All bonuses added, skills leveled, psi power added, isp adjusted, new skills added.

LEVEL UP COMPLETE, Shane is now level 6.
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