Tis (Psychopompene Techno-Wizard)

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AGM: Dime Store Magic

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Tis (Psychopompene Techno-Wizard)

Postby Tis » Sun Aug 28, 2016 12:11 pm

Player Name: Adam
G Handle: no.1.snafu.with.a.bullet

Character Name: Tisephone Atroposa
Alias: Tis
Race: Psychopompene
O.C.C.: Psychopompene RCC (Techno-Wizard)
Occupation: Inventor/Professional Duelist
Alignment: Aberrant (leans good)
XP Level: 4
XP Points: 11,451 Updated 10/01/2017 DSM
Next Level @ XP: 18,001
Sentiments/Non-Humans: The only division is between the Living and the Dead.
Disposition: Has a tendency to speak in non sequitur. Possesses an odd, dry, nihilistic, gallows humor. Aloof and distant, often seems to be lost in her own world.
Insanity: Racial peculiarities can present as mental illness by other culture's medical standards.

ATTRIBUTES
I.Q.: 25 (+5 perception, +3 magic, machines, or their combination)
M.E.: 23
M.A.: 18 (50%)
P.S.: 14
P.P.: 30
P.E.: 11
P.B.: 18 (50%)
Speed: 15 (15m/action)

PHYSICAL DATA
PPE: 140
ISP: 98
MDC: 40
Age: 19
Sex: Female
Height: 6'5''
Weight: 167 lbs
Description: A pale, thin young woman, with yellow eyes. Dresses in loose fitting athletic clothing. She speaks in an archaic but comprehensible form of Trade 1.

Racial Abilities
Commune with Spirits
Close-Quarters Sword-Mastery:
    Commando
    W.P Sword
    W.P. Quick Draw
    Fencing

Natural Abilities
Ultraviolet Vision, Night Vision 600', Excellent Hearing, Ambidextrous

Special Abilities
Techno-Wizardry Construction 107%(+2%)
Techno-Wizard Piloting 91% (+2%)
Ley Line Piloting 101% (+2%)

Psionics
Telemechanics (10)
Telemechanic Mental Operation (12)
Machine Ghost (12)
Mind Block (4)
Object Read (6)
Speed Reading (2)
Total Recall (2)
Astral Projection (8)
Clairvoyance (4)
Sixth Sense (2)
Clairvoyant Prediction (4)
Psionic Seeking (6)
Commune with Spirits (Free)

Spell Knowledge
Spell Strength: 12
Blinding Flash Lv1 (1) BoM p.91
Globe of Daylight Lv1 (2) BoM p.91
See the Invisible Lv1 (4) BoM p.92
Sense Magic Lv1 (4) BoM p.92
Cloak of Darkness Lv2 (6) BoM p.93
Armor of Ithan Lv3 (10) BoM p.96
Breathe Without Air Lv3 (5) BoM p.96
Energy Bolt Lv3 (5) BoM p.96
Fuel Flame Lv3 (5) BoM p.96
Impervious to Fire Lv3 (5) BoM p.97
Ignite Fire Lv3 (5) BoM p.97
Magic Shield Lv3 (6) BoM p.97
Telekinesis Lv3 (8) BoM p.98
Deflect Lv4 (10) BoM p.100
Electric Arc Lv4 (8) BoM p.100
Energy Field Lv4 (10) BoM p.101
Fire Bolt Lv4 (7) BoM p.101
Magic Net Lv4 (7) BoM p.101
Shadow Meld Lv4 (10) BoM p.103
Fly Lv5 (15) BoM p.106
Superhuman Strength Lv5 (10) BoM p.109
Sustain Lv5 (12) BoM p.109
Call Lightning Lv6 (15) BoM p.111
Fire Ball Lv6 (10) BoM p.111
Impervious to Energy Lv6 (20) BoM p.113
Forcebonds Lv8 (25) BoM p.120
Mystic Direction Sense (6) Mercenary Adventures p.10
Mystic Marksmanship (5) Mercenary Adventures p.10
Superhuman Agility (12) Mercenary Adventures p.14

R.C.C. Skills
Language: Trade 1 102% (+1%)
Language: Trade 4 90% (+3%)
Literacy: Trade 1 81% (+5%)
Mathematics: Basic 81% (+5%)
Field Armorer & Munitions Expert 76% (+5%)
  • Basic Mechanics 76% (+5%)
Artificial Intelligence 64% (+3%)
Computer Operation 76% (+5%)
Computer Programming 61% (+5%)
Electrical Engineer 71% (+5%)
Robot Electronics 66% (+5%)
Mechanical Engineer 61% (+5%)
Robot Mechanics 56% (+5%)
Robots and Power Armor 73% (+3%)
Robot Combat Elite: Flying Armor
Lore: Magic
  • General Knowledge: 61%(+5%);
  • Recog. Magic Circles, Runes, etc: 51%(+5%);
  • Recognize Enchantment 43% (+4%)
Acrobatics
  • Sense of Balance--76% (+5%)
  • Walk Tightrope/High Wire--70% (+3%)
  • Climb Rope--87% (+2%)
  • Back Flip-76% (+5%)
  • Climb--41%
  • Prowl--31%

Secondary Skills
Radio: Basic 71% (+5%)
Basic Electronics 66% (+5%)
Mathematics: Advanced 71% (+5%)
Galactic History 56/51% (+5%)
Mythology 56% (+5%)
W.P. Energy Pistol
[L.3]Performance 46% (+5%)
[L.3]Barter 45% (+4%)

E.P. Purchased O.C.C. Related Skills
[L.3]Weapons Engineer 51% (+5%)
[L.3]Demolitions 84% (+3%)
[L.3]W.P. Energy Rifle
[L.4]Robot Combat Elite: Siege Robot
[L.4]Boxing

Combat Data
[L.+1] HTH Type: Commando
Number of Attacks: 7
Initiative Bonus: +5
Strike Bonus: +9
Parry Bonus: +12
Dodge Bonus: +12
Auto-Dodge: +10
HTH Damage Bonus:
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +3
Bonus to Disarm: +1
Other: Karate Kick = 2d6

[L.1] Robot Combat Elite: Flying Armor:
Number of Attacks: 9 (+1 additional APM at levels 6, 9 and 12)
Initiative Bonus: +7
Strike Bonus: +11
Parry Bonus: +15
Dodge Bonus: +14 ground / +17 air
Auto-Dodge: +10
HTH Damage Bonus:
Bonus to Roll w/Punch: +9
Bonus to Pull a Punch: +6
Bonus to Disarm: +3
Other: +2 to strike with ranged weapons

[L.3] Robot Combat Elite: Siege Robot
Number of Attacks: 8 (+1 additional APM at levels 3, 6, 9 and 12)
Initiative Bonus: + 6
Strike Bonus: + 11
Parry Bonus: + 15
Dodge Bonus: + 13 standing / + 14 running
Auto-Dodge: +10
HTH Damage Bonus:
Bonus to Roll w/Punch: + 9
Bonus to Pull a Punch: + 5
Bonus to Disarm: + 2
Other: + 1 to strike with ranged weapons

Weapon Proficiencies
[L.1] W.P.: Paired
[L.1] W.P. Sword - +1 to strike at levels 1, 3, 6, 9, 12, and 15. +1 to parry at levels 2, 4, 7, 10, and 13. +1 to strike when thrown at levels 4, 8, and 12; not designed for throwing.
[L.1] Fencing (W.P.: Sword): +1 to strike, +1d6 to damage
[L.1] W.P. Energy Pistol - +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15. (+2 to strike from Mechano-Link)
[L.3] W.P. Energy Rifle - +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14. (+2 to strike from Mechano-Link)



Saving Throw Bonuses
Horror Factor: +4
Possession & Mind Control: +2
Psionics: +6
Insanity: +6
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Tis
 
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Location: PW:A

Tis

Postby Tis » Sun Aug 28, 2016 12:12 pm

Equipment
Worn on Person
Weapons
EPR-8 Energy Pulse Rifle Slung over left shoulde
Image
    Weight: 13 lbs (5.5 kg)
    Mega-Damage: 5D6 M.D. for a single shot or 1D6x10 M.D. for a 4-shot burst.
    Rate of Fire: Single shots or short bursts only.
    Range: 1600 feet (488 m)
    Payload: 40 shots


Kisentite Heavy Sword right shoulder
Image
  • Damage: 3d6+5 M.D.

The Obsidian Sword right shoulder
Image
Lesser Holy Weapon (Longsword)
M.D.C.: 500
Damage: 4d6 (SDC to mortal foes, double damage and MD to creatures of magic and the supernatural)
Magic Features
• Monster Slayer
• Expel deevils, demons and entities: Ratio for success is 1-89% against lesser foes and 1-44% against greater demons/deevils.
History: A Holy Sword created by Thoth in anticipation of the Minion War, then later misplaced by the notoriously forgetful God of Wisdom.
Acquisition from Kruxxis
Mystic Power Armor and P-Field
Archimedes' Mystic Power Armor
A suit of plate like body armor made out of crystals. The suit is incredibly powerful and incredibly rare. Forged by the great master Hephaestion Archimedes, and given to Tis on the day of her departure.
TisArmor300.png
TisArmor300.png (48.34 KiB) Viewed 1713 times

M.D.C.: 150/140
Optics:
    1. Eyes of the Wolf
    • • Duration: 15 minutes
    • • Effect: Nightvision (60 feet 18.3 m), See the Invisible (75%), Identify Plants &
    Fruits (70%), Identify Tracks (85%), Track (50%; humanoids or animals),
    and Recognize Poison (65%).
    2. See the Invisible.
Offensive Weaponry:
    1 Power Bolt, 5d6+6 MD, 2000', 2 per melee
    2 Magic Tether: Ensnares victim, range: 200 feet (61 m), see spell for full description.(Fleets p116)
Special Features:
    1. Anti-Gravity Flight (Fleets p.120)
    • • Duration: 50 minutes
    • • Effect: 70 mph (atmosphere) 100 mph (vacuum)
    • • Zero Gravity Movement and Combat: 84%
    2. Superhuman Strength, same as spell, available on demand.
    • • Duration: 10 melees
    • • Effect: SN P.S.: 30 P.E.: 24
    3. Globe of Day Light, same as spell, available on demand.
    • • Duration: 15 minutes
    • • Effect: 60' radius
    4. Superhuman Speed, same as spell, available on demand.
    • • Duration: 5 minutes
    • • Effect: Spd=44; +2 Parry. +6 Dodge
Environmental Features:
    1. 150 M.D.C. (Armor of Ithan and 100 P.P.E. will restore all mega-damage).
    2. Breathe Without Air, same as spell, perpetually in effect.
    4. Impervious to Vacuum, (Fleets p.116) same as spell, constantly in effect.


Phase Field Harness
Dispersal Effect: takes 1/10th of incomming damage from Bullets, Rail Gun Blasts, Missiles, and Explosions. (Punches and Kicks are too slow to be effected by the dispersal effect.)
Acquisition from Kruxxis
Additional Gear
Miniaturized Tolkeenite PPE Battery
Image
M.D.C.: 10
P.P.E.: 180/105
Recharge Rate: 10 P.P.E. per hour.
Other Features
••To Be Discovered Through Roleplay
Acquisition from Kruxxis


TW Cloak of Shadows
Image
M.D.C.: 15
Magic Features
• Shadow Meld: as per the spell at 3rd level of proficiency (BoM pg. 103).
• • P.P.E. Cost: 10.
• • Duration: 6 minutes
• Cloak of Darkness: as per spell at 3rd level proficiency (BoM pg. 101).
• • Duration: Constant
• • Effect: Ranged attackers are -3 to strike, unless guided by thermo-optics and even then are -1 to strike
• Bonuses: +20% to hide in shadows when not shadow-melding.
Shoulder Holsters
TW Shard Pistol Holstered on hips (L)
TWSHARDRD.png
TWSHARDRD.png (68.25 KiB) Viewed 1793 times

• Range: 700'
• Damage: 3d4 M.D. per blast or 4d6 M.D. (Ice)
• Rate of Fire: Single shots or bursts.
• Payload: 12 blasts
• Recharge Cost: 25 P.P.E.
• Weight: 2 lbs.


TW Firebolt Pistol Holstered on hips (L)
TWFIREBOLT.png
TWFIREBOLT.png (92.38 KiB) Viewed 1793 times

• Range: 450'
• Damage: 4d6 M.D. (fire)
• Rate of Fire: Single shots only
• Payload: 10 blasts
• Recharge Cost: 20 P.P.E. to charge
• Weight: 4 lbs.
Backpack
Taken from Group Gear
    6 NE-10G HE Grenades
    2 Electric Blasting Caps
    4 KHEX Plastique Cubes
    1 Pull Detonator
    2 Wilks Blinder Grenades
    2 Smoke Grenades
    1 EPR-8 Rifles
    3 Long E-Clips
Unused Gear
NE-RV04 Ripper Vibro-Sword
Image
  • Damage: 3d6 M.D.

Several sets of clothing:

1 Duellist Costume
TisMajoro300.png
TisMajoro300.png (39.44 KiB) Viewed 1711 times

Basic Tool Set

Personal Computer
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Tis
 
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Joined: Mon Aug 29, 2016 8:03 pm
Location: PW:A

Re: Unnamed PC (WIP)

Postby Tis » Sun Aug 28, 2016 12:12 pm

Song of Tisephone
Children of the Void
Tisliving.jpg


I was raised by my parents in accordance with the customs of my people. We have learned to feel the Machine, to heal the Machine and to allow it to teach us. But beyond it; is the Nothing, the Void; and if not for the Machine we would be there, in the Nothing, as well. We can see them, the dead, the invisible spirits who call from the Void's edge. They are like us but are locked in the Void's embrace. So we learn from the Machine, we honor and pity the spirits, and we pray upon the Crucible that when the death rattle passes our lips we become information and return to the Forge and not become ghosts, stuck and invisible.
At 10, I was approved for entry into the Lyceum Mysterion. This was the precursor for entry into what aliens would consider to be the societal elite and the leadership pool.
Arkheion Arkhimedos
At the center of the Machine is the Arkheion Arkhimedos; the highest house of both governance and higher learning among the Pompene. It is here I studied the science of our home, our history and our future. Pushed relentlessly by my ambition and my parents pride, I learned the secrets of the Machine and the legends of the Forge. I did nothing but study during the day and progressed very quickly. At night, however, I would sneak away to train at the Spathisseum, there I learned Close-Quarters Sword-Mastery, the art of my people.

Although my parents and teachers would disapprove my true dream was to become a professional duellist and compete with the best in the Three Galaxies.
Animadaemon
Recently I have been tormented by foreboding visions. Great and fearsome engines are being found and assembled, freed from their obscure reliquaries. Men of hubris; wielding powers they can't comprehend, let alone control; are affecting the balance of all that must be balanced. Their machinations may destroy us all. I foolishly worried these visions were signs of the void dementia that sometimes plague the elderly of my race. No one else had these visions.

No one but the Machine. At night the Machine called to me. It was a rare occurrence for it to reach out to someone so I went immediately to the core of the Psychopompus. There, I communed with the Machine's Animadaemon.
The Machine
The Machine had also experienced foreboding premonitions of what lay ahead and we shared the details of our visions. The Machine told me of ancient Relics of terrible power coming into unknown or untrustworthy hands.

In the end the Machine advised I come to Center, the apex of this spiralling darkness, and I agreed. In the morning I found that passage had been arranged and I left that day. I am here to pursue my destiny; now where are the Relics?

TheMachine.jpg
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Re: Tis (Psychopompene Techno-Wizard)

Postby Tis » Fri Sep 02, 2016 6:25 pm

Project List
Short Term
  1. Jedi Defense
    Deflect (10) + Sword + Opal (500cr/q) (+4 +PP bonus deflect ranged weapons) = Jedi Defense
  2. Imp to Energy Generator
    Impervious to Energy (20), Armor of Ithan (10) + Phase Field Generator + Diamond (15,000cr/q) + Red Zircon (2000cr/q) = Imp to Energy Generator
  3. Sustained High-Performance Biosystem
    Sustain (12) +Amber (600cr/q) + Superhuman Agility (12) + Bio-harness = Sustained High-Performance Biosystem
Long Term
  1. Hunter’s Goggles
    See the Invisible (4) +Tiger’s’Eye (3000cr/q) Sense Magic (4) + Agate (80cr/q) + Mystic Sense of Direction + Mystic Marksmanship + Polarized Dark Goggles = Hunter’s Goggles
  2. Multipurpose Jedi Bracer
    Telekinesis (8) + Magic Net (7) + Magic Shield (6) + Amethyst + Opal (500cr/q) (400cr/q) Wrist Bracer = Multipurpose Jedi Bracer
  3. Knife Drone Familiar
    Spinning Blades (20), Invulnerability (25), Power Bolt (20), Constrain Being (20), Control/Enslave Entity (80), Speed Weapon (100), Summon Greater Familiar (80) + Micro Missile = Knife Drone Familiar (less evil/intelligent version uses "Magic Pigeon")

MechanikalFamilyar.png
MechanikalFamilyar.png (126.55 KiB) Viewed 1723 times



Super Long-Term


TW Silver Surfer Interstellar Hoverboard
twhvbdrd.png


TW Hoverbike-Star Fighter
TWMPFGTR.png
TWMPFGTR.png (75.24 KiB) Viewed 1730 times
Vehicle Enhancement
The Goose
    Duration: 10 melees
    P.P.E.: 45
    Effect: +2 Attacks per Melee; an additional +4 Non-Combat Actions; +3 to Initiative; +1 to Strike; +5 to Automatic Dodge; +4 to any other d20 rolls; Critical Strike on 18-20; +20% to Piloting and Related rolls; Omni-Directional Situational Awareness (5 Mile Radius; Cannot be suprised; Auto-Dodge); Increase Effective Weapon Range, Sensor & Communication Range, Vehicle's Max. Speed by 50%; Invisible to Mechanical Sensors (Radar, Sensor Equipment Targeting Computers, Cameras, etc.)

Full Throttle (10) Mystic Marksmenship (5) Mystic Fulcrum (5) Beat Insurmountable Odds (70) Invisibility to Sensors (20) Memory Bank (12), Second Sight (20), Shockwave (45) Locate (30), Energize Spell (12); TW Psychic Camera + TW Thought Projector (Rifts Coalition Wars One.69);


--------------------------------------------------------------------------------------------------------

Stall Gun
    Range: 2000'
    Duration: Electrical malfunction lasts 10 melees; Engine flame-out lasts 5 melees.
    P.P.E.: 25
    Damage: Target's over-all M.D.C. reduced by 10%; All communications, sensory, targeting and electrical equipment are shorted out and rendered inoperable (Piloting and Related Skills -35%); Causes all engines to flame-out rendering the entire vehicle inoperable, Flyers less that 500 lbs have 88% chance of being knocked into a tailspin, less than one ton have a 50% chance and flyers over an ton have 20% chance.
    Modifiers: +3 to strike.

Frequency Jamming (15), Electromagnetic Attack (30), Armorbane (100), Engine Flame-Out (30), Negate Mechanics (15), Power Bolt (30)


Invincible Force Field
    M.D.C.: 250 (regenerates 106 M.D.C. per melee round; energy attacks do half damage)
    Duration: 30 minutes
    P.P.E.: 30
    The armor has 250 M.D.C. and regenerates damage at the rate of 1d6 M.D.C. per melee round. The armor offers complete environmental protection from heat. cold, disease, pollution, toxic gases, fumes, etc., and provides vehicle with an independent oxygen supply. Furthermore, all energy attacks, magic or mundane, inflict only half their usual damage to the armor!

Invincible Armor (30)

---------------------------------------------------
Spells To Learn
    Levels 1-4
    Magic Homing Beacon (5)
    Sense Magic Homing Beacon (8)
    Detect Teleportation and Leaks (8)
    Impervious to Vacuum (8)
    Stellar Navigation (8)
    Magic Tether (10/15)
    See Aura (6)
    Sense Evil (2)
    Mystic Alarm (5)
    Cleanse (6)
    Mystic Fulcrum (5)
    Negate Poison/Toxin (5)
    Orb of Cold (6)
    Mystic Pitching Throw (6)
    Quickaction (10)
    Quickstrike (10)
    Stealthwalk (10)
    Carpet of Adhesion (10)
    Charismatic Aura (10)
    Chromatic Protection (10)
    Ricochet Strike (12)
    Seal (6)
    Watchguard (10)
    Levels 5
    Erase Trail (16)
    Sense Traps & Mines (12)
    Calling (8)
    Charm (12)
    Distant Voice (10)
    Domination (10)
    Energy Disruption (12)
    Escape (8)
    Eyes of Thoth (8)
    Featherlight (10)
    Levels 6
    Create Breathable Air (18)
    Magic Re-entry Bubble (20)
    Space Flight (15)
    Magic Pigeon (20)
    Full Throttle (20)
    Invisibility to Sensors (20)
    Freefall (18)
    Magelock (15)
    Create Water (15)
    Ice (15)
    Targeted Deflection (15)
    Teleport Lesser (15)
    Reduce Self (20)
    Mask of Deceit (15)
    Frequency Absorption (15)
    Time Slip (20)
    Tongues (12)
    Levels 7
    Intuitive Xeno-First Aid (22)
    Locate Life Signs (20)
    Fighting Spirit (20)
    Mystic Invisibility (25)
    Spy-Eye (25)
    Globe of Silence (20)
    Spinning Blades (20)
    Sub-Particle Acceleration (20)
    Negate Mechanics (20)
    Heal Self (20)
    Invisibility: Superior (20)
    Invulnerability (25)
    Constrain Being (20)
    Dispel Magic Barriers (20)
    Second Sight (20)
    See Wards (20)
    Levels 8
    See Temporal Anomaly
    Sense Temporal Anomaly
    Anti-Gravity Flight (35)
    Cosmic Ray (35)
    Hull Regeneration (25)
    Magic Long-Term Escape Pod (35)
    Engine Flame-out (35)
    Electromagnetic Attack (30)
    Retro-Viewing (30)
    Exorcism (30)
    Expel Demons (35)
    Negate Magic (30)
    Greater Healing (30)
    Power Weapon (30)
    Shockwave (45)
    Wisps of Confusion (40)
    Level 9
    Stop Time (70)
    Nova Blast (30)
    Cosmic Armor (45)
    Magic Decoy Vessel (40)
    Remote -Viewing (45)
    Beat Insurmountable Odds (70)
    Create Steel (68)
    Level 10
    Double Paradox (95)
    Seal against Teleportation & Mystic Portal (120)
    Sub-Light Space Flight (60)
    Negate Mystic Portal (66)
    Triangulated Teleportation (160)
    Dimensional Pocket (20/60)
    Armorbane (100)
    Banishment (65)
    Control/Enslave Entity (80)
    Speed Weapon ( 100)
    Summon Greater Familiar (80)
    Summon Shadow Beast (140)
    Level 11
    Super-Luminal Flight (250)
    Energy Sphere (120)
    Level 12
    Dimensional Envelope (40/140)

Skills to Acquire
    Cryptography 25% (+5%)
    * Wardrobe & Grooming 50% (+4%)
    Dance 30% (+5%)
    Computer Repair 30% (+5%)
    Computer Hacking 30% (+5%)
    Locksmith 25% (+5%)
    Space: Drive Repair 30% (+5%)
    Space: Spaceship Mechanics 22% (+5%)
    Crime Scene Investigation 35% (+5%)
    Forensics 35% (+5%)
    Paramedic 40% (+5%)
    Psychology 35% (+5%)
    Trap Construction 20% (+4%)
    Spacecraft: Small 60% (+3%)
    Spacecraft General 50% (+4%)
    Spacecraft Advanced 40% (+4%)
    Sensory Equipment 30% (+5%)
    Find Contraband, Weapons, & Cybernetics 26% (+4%)
    Anthropology 30% (+5%)
    Archaeology 30%/20% (+5%)
    Artificial Intelligence 30% (+3%)
    Astronomy & Navigation 30% (+5%)
    Astrophysics 30% (+5%)
    Oxygen Systems 58% (+4%)
    Xenology 30% (+5%)
    Gemology 25% (+5%)
    Art 35% (+5%)
    Recycling 30% (+5%)
    Research 40% (+5%)
    Salvage 35% (+5%)
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Re: Tis (Psychopompene Techno-Wizard)

Postby SNAFU » Tue Nov 28, 2017 11:46 am

(3 EP) Upgrade Existing Combat Skill One Level (HTH: Commando)
(2 EP) Skill Download: New O.C.C. Related Skill: Boxing
(2 EP) Skill Download: New O.C.C. Related Skill: Pilot Elite Combat: Siege Robot (Ground)
(3 EP) Attribute Boost (applicable to attributes 16+, +1D6) I.Q.
(3 EP) Attribute Boost (applicable to attributes 16+, +1D6) P.P..
(7 EP) Master One New Super Psychic Ability of choice: Telemechanic Mental Operation
(2 EP) I.S.P. Boost (+1D4x10)

-----------------------------------------------

(3 EP) Attribute Boost (applicable to attributes 16+, +1D6) I.Q.
1d6 = 1
(3 EP) Attribute Boost (applicable to attributes 16+, +1D6) P.P..
1d6 = 4
(2 EP) I.S.P. Boost (+1D4x10)
1d4*10 = 40
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
        MERC LIFE!
      • William Summers
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