Level Up Sheet.

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Level Up Sheet.

Postby Consumer » Mon Nov 27, 2017 8:13 pm

Post character Level up rolls here. Also post other random rolls for your character here. (ie. EP, F&G, etc.)
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Re: Level Up Sheet.

Postby SNAFU » Mon Nov 27, 2017 8:19 pm

Purchase for: (Baron PW:R)

(3 EP) Manifest One New, Semi-Random Minor Super Power
(2 EP) Choice of power category under Greater choice of individual powers (Mental Abilities)

3d100:
10, 92, 57



51-60: Linguistics (PU3)
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Re: Level Up Sheet.

Postby SNAFU » Mon Nov 27, 2017 8:19 pm

Purchase for: (Baron PW:R)

(3 EP) Manifest One New, Semi-Random Minor Super Power
(2 EP) Choice of power category under Greater choice of individual powers (Mental Abilities)

3d100:
93, 26, 33


21-30: Bookworm (PU1)
31-40: Criminal Intuition (PU1)

91-00: Targeting (PU3)
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Re: Level Up Sheet.

Postby SNAFU » Mon Nov 27, 2017 8:19 pm

Purchase for: (Baron PW:R)

(3 EP) Manifest One New, Semi-Random Minor Super Power
(2 EP) Choice of power category under Greater choice of individual powers (Mental Abilities)

3d100:
66, 2, 21


01-10: Defensive Will (PU3)
21-30: Bookworm (PU1)
61-70: Living Anatomy (PU1)


01-10: Defensive Will (PU3)
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Re: Level Up Sheet.

Postby SNAFU » Mon Nov 27, 2017 8:20 pm

Purchase for: (Baron PW:R)


(10 EP) Manifest One New, Semi-Random Major Super Power
(2 EP) Choice of power category under Greater choice of individual powers (Control Physics)

3d100:
59, 20, 56


19-25: Friction Control (PU1)
51-56: Mirror Mastery (PU1)
57-62: Negative Matter (HU2)


19-25: Friction Control (PU1)
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Re: Level Up Sheet.

Postby SNAFU » Mon Nov 27, 2017 8:20 pm

Purchase for: (Baron PW:R)


(10 EP) Manifest One New, Semi-Random Major Super Power
(2 EP) Choice of power category under Greater choice of individual powers (Control Physics)

3d100:
75, 63, 47




69-75: Power Touch (PU1)
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Re: Level Up Sheet.

Postby SNAFU » Tue Nov 28, 2017 4:05 pm

Languages 1d6+1 = 2



P.E: 1d6+21 = 23
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Re: Level Up Sheet.

Postby Vortigern » Tue Feb 20, 2018 9:10 pm

Increase MA (Under 16): 1d6 = 6
Increase MA (Over 16): 1d6 = 3
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Re: Level Up Sheet.

Postby Vortigern » Tue Feb 20, 2018 9:17 pm

Increase PB (Under 16): 1d6 = 5
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Re: Level Up Sheet.

Postby Vortigern » Tue Feb 20, 2018 9:20 pm

Increase PB (Over 16): 1d6 = 5
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Re: Level Up Sheet.

Postby Sorrenson » Mon Mar 05, 2018 5:39 am

Epic rewards (Consumer approved)

+2d4 = 4 IQ
+3d6 = 10 S.D.C.
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Re: Level Up Sheet.

Postby Vortigern » Mon Sep 17, 2018 6:07 pm

Increase IQ, EP Purchase: 1d6 = 1
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Re: Level Up Sheet.

Postby Vortigern » Mon Oct 01, 2018 3:18 pm

HP Increase for level 8: 1d6 = 4
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Re: Level Up Sheet.

Postby Sorrenson » Tue Oct 02, 2018 5:02 am

Level up dice
1d6 HP 1d6 = 1
2D6 PPE 2d6 = 7
1d4+1 isp 1d4+1 = 2
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Re: Level Up Sheet.

Postby Érebos » Tue Nov 13, 2018 12:03 pm

P.P.E. boost (cost 2 EP) --> rolling 1d4 = 4x10 = 40 P.P.E. boost
Boxing S.D.C. --> rolling 3d6 = 7

M.E. Attribute Boost (cost 3 EP)--> rolling 1d6 = 3
P.P. Attribute Boost (cost 3 EP) --> rolling 1d6 = 6

Deadball Spd --> rolling 1d6 = 4 <--- ignore, I was unaware that Deadball is a Juicer sport - my mistake. Replaced skill with another.
Deadball S.D.C. --> 2d4 = 7 <--- <--- ignore, I was unaware that Deadball is a Juicer sport - my mistake. Replaced skill with another.

Gymnastics S.D.C. --> 2d6 = 9
Érebos, AKA "Nicodemus Obelius", AKA "Shroud"
Current Status
S.D.C.: 91/91
Hit Points: 39/39
P.P.E.: 172/204

Weapons and Armor worn or carried
Always On
  • Horror Factor of 12
  • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
  • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
  • Impervious to Shape-Changing/Metamorphosis
  • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.

Saving Throws, Bonuses, and other handy information
  • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
  • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
  • Speed: Érebos runs at 700 meters per minute, 175 meters per melee round, 26mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing.
Saves
Coma/Death: +20%
Magic (varies): +7, or +10 to save vs. Shadow Magic spells
Disease: +2
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Insanity (12+): +7, and impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension
Psionics (varies): +5
Horror Factor (varies): +7
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Re: Level Up Sheet.

Postby Bryke » Mon Dec 10, 2018 11:35 am

Bryke Level up:

HP: 2d6 = 7
Natural Abilities
Doesn't breathe air and are immune to radiation and normal heat, fire, cold, gases and disease. Can see in total darkness and have eagle-like normal vision.
Phased bodies: Prometheans are in a permanent state of “phase.” Damage from any M.D. source becomes S.D.C. and any damage from an S.D.C. source is halved.
Phased Teleportation: Prometheans can “step out of phase” and travel at incredible speeds in an intangible state. Concentration takes one melee round and is the only action that can be performed during that round. Range: One mile per level of experience. Chance of Success: 50% +4%/lvl| 75%
Sense Dimensional Anomalies: Can automatically detect rifts, dimensional envelopes and pockets, fourth-dimensional and Two-dimensional beings, astral travelers and the invisible energy essence of alien-intelligence's and entities. Range: One mile (1.6) or line of sight, whichever is less.
Ley Line Phasing: Equal to the ley line walker ability.


PPE: 236/140
ISP: 125/75
SDC:634/634 (All damage from MD sources converted to SDC)
HP:155/155

CAPTURED PPE: 0/0

BRYKE
SPELLBOOK

I am telecommunicating
I am speaking Trade 4
I am thinking

CURRENT CONDITIONS:

Call Names/Nicknames:
Bryke, Wraith
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Re: Level Up Sheet.

Postby Érebos » Thu Feb 07, 2019 6:54 pm

Level Up (from 1 to 2)

HP : 1d6 = 3
P.P.E. : 2d6 = 2

Spells chosen: Shadowsight & Shadow Globe

Sunlight allergy (5% chance/lvl): 1d100 = 90 / 10% , not this level!
Érebos, AKA "Nicodemus Obelius", AKA "Shroud"
Current Status
S.D.C.: 91/91
Hit Points: 39/39
P.P.E.: 172/204

Weapons and Armor worn or carried
Always On
  • Horror Factor of 12
  • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
  • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
  • Impervious to Shape-Changing/Metamorphosis
  • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.

Saving Throws, Bonuses, and other handy information
  • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
  • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
  • Speed: Érebos runs at 700 meters per minute, 175 meters per melee round, 26mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing.
Saves
Coma/Death: +20%
Magic (varies): +7, or +10 to save vs. Shadow Magic spells
Disease: +2
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Insanity (12+): +7, and impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension
Psionics (varies): +5
Horror Factor (varies): +7
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Re: Level Up Sheet.

Postby Érebos » Tue Jun 11, 2019 10:19 am

Level Up (from 2 to 3)

HP : 1d6 = 6
P.P.E. : 2d6 = 12

Spells chosen (2 Shadow spells from levels 1-6): Circle of Shadows, Manipulate Shadows

Secondary skills chosen (2): Mathematics: Advanced, Research

Related skill chosen (1): Law: Space: CCW/Phase World

+1 spell strength added

Sunlight allergy (5% chance/lvl): 1d100 = 36/15% (not this level!)
Érebos, AKA "Nicodemus Obelius", AKA "Shroud"
Current Status
S.D.C.: 91/91
Hit Points: 39/39
P.P.E.: 172/204

Weapons and Armor worn or carried
Always On
  • Horror Factor of 12
  • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
  • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
  • Impervious to Shape-Changing/Metamorphosis
  • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.

Saving Throws, Bonuses, and other handy information
  • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
  • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
  • Speed: Érebos runs at 700 meters per minute, 175 meters per melee round, 26mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing.
Saves
Coma/Death: +20%
Magic (varies): +7, or +10 to save vs. Shadow Magic spells
Disease: +2
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Insanity (12+): +7, and impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension
Psionics (varies): +5
Horror Factor (varies): +7
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Re: Level Up Sheet.

Postby Érebos » Tue Jun 11, 2019 10:21 am

Level Up (from 3 to 4)

HP : 1d6 = 6
P.P.E. : 2d6 = 9

Spells chosen (2 Shadow spells from levels 1-6): Shadowfire, Wall of Shades

Sunlight allergy (5% chance/lvl): 1d100 = 96/20% (not this level!)
Érebos, AKA "Nicodemus Obelius", AKA "Shroud"
Current Status
S.D.C.: 91/91
Hit Points: 39/39
P.P.E.: 172/204

Weapons and Armor worn or carried
Always On
  • Horror Factor of 12
  • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
  • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
  • Impervious to Shape-Changing/Metamorphosis
  • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.

Saving Throws, Bonuses, and other handy information
  • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
  • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
  • Speed: Érebos runs at 700 meters per minute, 175 meters per melee round, 26mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing.
Saves
Coma/Death: +20%
Magic (varies): +7, or +10 to save vs. Shadow Magic spells
Disease: +2
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Insanity (12+): +7, and impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension
Psionics (varies): +5
Horror Factor (varies): +7
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Re: Level Up Sheet.

Postby Alvidan » Mon Oct 07, 2019 3:20 pm

Level up (From 3 to 4)

Only Random roll I see is MDC. Gets one new OCC Related skill (would be 2 if he were not a Master Psionic) a new Sensitive or Physical Power, and a new Super Psionic power, plus improves his control over his tattoos so he can activate them as a single action without touching them.

2d6 = 6

I was just thinking I need to learn Land Navigation, so if that is available as OCC I will take that.

Given his avocation, I have to think what powers are most useful to an Assassin that he does not have. Either some kind of attack power or Bio-Regeneration (super) for the super psionic power. Hmmm, Telekinetic Acceleration Attack might work for the physical power AND as an attack power, leaving Bio-Regeneration for the Super...
Alvidan
P.P.E.: 69/129
I.S.P.: 77/103
M.D.C.: 80/80

Armor: NE-BA 26 Special Body Armor: Main Body 90 Physical 20 Virtual/90
Visible Weapons: Phase Sword
NE-80 Slim-Line Lever Action Plasma Rifle
Shockwave TW Grenade Launcher (Patron Item)

Gear: Grav Pack

Constant Abilities:
Telemechanics
Impervious to Shape Shifting
HF/AF 12 if recognized as a True Atlantean
Sense Vampires within 1000'
Sense Ley Lines within 5 miles, Nexus points within 10 miles, and open rifts within 20 miles

Other Specials:
Sixth Sense
Telemechanics

Names & Nicknames: Alvidan, Vidan, Sutnalel (as Sunaj)
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Re: Level Up Sheet.

Postby Kesslan » Sun Oct 20, 2019 3:44 pm

Looks like the char leveled before it was put into storage so:

HP: 1d6 = 5
Kesslan's Character Sheet
HP: 72 SDC: 118
MDC Skull: 22

Constant Effects:
Autododge +5, Mildly Radioactive, Can see Ultra-Violet spectrum of light, Takes 1/2 Damage from Radiation, Immune to Horror Factor, No fear of heights. Cybernetics: See Character Sheet. Can make Aimed/Called shots while running, swimming, parachuting or from a moving vehicle without penalty. Steady Nerves: Driving Penalties 1/2. Street Rep (Hardcase to be Feared): HF14 when Angry/Threatening.

Rose (To Kesslan): I don't suppose you're planning an assault on all free kind are you?
Daisy (OOC) Figures big crowds don't seem to be his thing, unless he's firing on them.
Rex: his ears rotate like dishes towards Kesslan's roar and the response from his foes, "trouble."
Al: Listening to the roar Al nods. "That would be Kesslan. Which most of the time means the exact same thing."
Theme Songs: Imagine Dragons - Radioactive , Disturbed: Indestructible , Johnny Cash: Hurt , UNKLE: Burn My Shadow, The Kinks: I'm not like everybody else, The Equalizer theme song, X Ambassadors: Jungle (feat. Jamie N Commons)
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