Level Up Sheet.

These guys make shady people look good!
GM: Consumer
AGM: Rogue Trader
#3 POST RATE

Moderators: Game Masters, AGMs

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.)
User avatar
Consumer
Game Master
 
Posts: 1250
Joined: Sun Sep 13, 2009 2:26 pm
Location: Phase World GM (Galactic Rogues)

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)
SNAFU
 

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)
SNAFU
 

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)
SNAFU
 

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)
SNAFU
 

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)
SNAFU
 

Re: Level Up Sheet.

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

Languages 1d6+1 = 2



P.E: 1d6+21 = 23
SNAFU
 

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
User avatar
Vortigern
Group Leader
 
Posts: 294
Joined: Wed May 27, 2015 1:26 pm

Re: Level Up Sheet.

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

Increase PB (Under 16): 1d6 = 5
User avatar
Vortigern
Group Leader
 
Posts: 294
Joined: Wed May 27, 2015 1:26 pm

Re: Level Up Sheet.

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

Increase PB (Over 16): 1d6 = 5
User avatar
Vortigern
Group Leader
 
Posts: 294
Joined: Wed May 27, 2015 1:26 pm

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.
User avatar
Sorrenson
Silver Level Patron
Silver Level Patron
 
Posts: 301
Joined: Wed Aug 05, 2015 2:13 am
Location: Phase World (Rogues)

Re: Level Up Sheet.

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

Increase IQ, EP Purchase: 1d6 = 1
User avatar
Vortigern
Group Leader
 
Posts: 294
Joined: Wed May 27, 2015 1:26 pm

Re: Level Up Sheet.

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

HP Increase for level 8: 1d6 = 4
User avatar
Vortigern
Group Leader
 
Posts: 294
Joined: Wed May 27, 2015 1:26 pm

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
User avatar
Sorrenson
Silver Level Patron
Silver Level Patron
 
Posts: 301
Joined: Wed Aug 05, 2015 2:13 am
Location: Phase World (Rogues)

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 "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
User avatar
Érebos
 
Posts: 120
Joined: Sat Oct 13, 2018 9:27 pm

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
User avatar
Bryke
Diamond Level Patron
Diamond Level Patron
 
Posts: 225
Joined: Sun Oct 20, 2013 6:53 am

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 "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
User avatar
Érebos
 
Posts: 120
Joined: Sat Oct 13, 2018 9:27 pm

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 "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
User avatar
Érebos
 
Posts: 120
Joined: Sat Oct 13, 2018 9:27 pm

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 "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
User avatar
Érebos
 
Posts: 120
Joined: Sat Oct 13, 2018 9:27 pm

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.: 135/135
I.S.P.: 103/103
M.D.C.: 91/91
NE-BA 26: 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)
Grav Pack
Constants: Impervious to Shape Shifting, HF/AF 12 if recognized (Atlantean), Sense Vampires (1000'), Sense Ley Lines (5 m), Sixth Sense
User avatar
Alvidan
 
Posts: 103
Joined: Sun Jan 27, 2019 9:42 am

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: 79 SDC: 157
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)
User avatar
Kesslan
Diamond Level Patron
Diamond Level Patron
 
Posts: 569
Joined: Mon Apr 16, 2007 10:51 pm
Location: Phase World: Rogues

Re: Level Up Sheet.

Postby Kesslan » Wed Jan 29, 2020 8:26 pm

Augmentation Boots:

Tissue boosting: Add 2d6+30 = 36 to SDC, 1d4 = 2 to P.S., 1d4 = 1 to Spd
Bone augmentation: add 1d4 = 2 to Hit Points and 2d4 = 3 to SDC
Kesslan's Character Sheet
HP: 79 SDC: 157
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)
User avatar
Kesslan
Diamond Level Patron
Diamond Level Patron
 
Posts: 569
Joined: Mon Apr 16, 2007 10:51 pm
Location: Phase World: Rogues

Re: Level Up Sheet.

Postby Scythe » Mon Feb 03, 2020 8:09 am

[Scythe Level 4 Dice Rolls]

H.P.: 2d6 = 7
M.D.C.: 2d6 = 7
Temporal Wizard P.P.E.: 2d6+2 = 10
I.S.P.: 1d6+1 = 3
“It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories, instead of theories to suit facts.”
Scythe | EP Ledger | Other PCs: Culter (CS 40-4th) | Ronan Deshe (Spook Squad)


Active Stats, Conditions and Equipment
Active Stats:
P.P.E.: 166/173 || I.S.P.: 39/39 | M.D.C.: 90/90
Current Active Conditions: Horror Factor 10 || Fire/Cold 1/2 DMG || Regenerates 1d6*5 M.D.C. /minute || Sixth Sense (2) || Sense Magic in Use (300/ft)

Active Equipment:
Warlock Combat Armor W-F1 Model || M.D.C. by location; W-F1 Armor of Ithan: 100/100 | Shoulder(L): 100/100 \/ Shoulder(R): 100/100 | Arm(L): 120/120 \/ Arm(R): 120/120 | Leg(L): 150/150 \/ Leg(R): 150/150| Head: 80/80 | Head Armor of Ithan: 50/50| MB: 320/320
Light Concealed LLW Armor (under W-F1) || M.D.C. by location; MB: 40/40 | Arm(L):15/15 \/ Arm(R): 15/15 | Leg(L):25/25\/ Leg(R): 25/25
Altess Eviscerator (Patron) || M.D.C. 500/500 | Regenerates 2d6 M.D.C./hour | Melee DMG: 6d6 M.D.C. | Electrical Discharge; Range: Touch or up too 200', DMG: 4d6, Payload: 4 (Regenerates 4 every hour)
Phase Beamer || Range: 400', DMG 3d6 or 4d6. || Does S.D.C. to S.D.C. and M.D.C. to M.D.C. and Force fields. Does not damage armor.
User avatar
Scythe
 
Posts: 42
Joined: Fri Aug 23, 2019 11:40 pm


Return to Galactic Rogues (0 openings)

Who is online

Users browsing this forum: No registered users and 2 guests