Grant Latham (Ley Line Rifter/Lord Magi) LEVEL UP!!

EU's very first group of intrepid adventurers. Led by Sir Ronith Turand.
GM: Virtus
AGM: Zoe Barenger (Position Open)

Moderators: Game Masters, Group Leaders

Grant Latham (Ley Line Rifter/Lord Magi) LEVEL UP!!

Postby Grant Latham » Fri Jul 03, 2015 7:30 pm

Player Name: Pete
Google Hangout: pwiebens

Character Name: Grant Latham
Alias:
Race: Human
Alignment: Unprincipled
O.C.C.: Ley Line Rifter
XP Level: 5 (Frozen)
XP Points: 26,011 Frozen (2Oct2016--Zoe)
Next Level 6 @ XP: 25,920 (RUE p 295)
O.C.C.: Lord Magi
Apprenticeship XP Points: 4,601 (COMPLETE! 07Feb2017 - Zoe)
Apprenticeship Completion @ XP: 4,601 (FOM p 160)
XP Level: 6
XP Points: 36,705 (05OCT2017 - MoD)
Next Level 7 @ XP: 36,601 (FOM p 160)

Sentiments/Non-Humans: As long as they pay on time, they are okay.
Sentiments/Coalition: Demand full payment prior to accepting any jobs.
Disposition: Generally happy go lucky. Don't let them see you sweat.
Insanity:
    Obsession: Cleanliness - Hates feeling sticky, loves the tingly feeling of being on a ley line. Will cast Cleanse multiple times a day if possible. May use it on others if he thinks they may be "unclean."
    Obsession: Ley Lines/Dimensional Travel - Since his youth he has always found ley lines a place of comfort. When a ley line storm comes and everyone runs for cover, he wants to cast Ley Line Storm Defense and hang out and watch the show. Talks to the ley lines out loud. Unless he actively senses danger on the other side, or a threat coming out, will want to step through a Rift if time allows, just to look around.

ATTRIBUTES
I.Q.: 28
M.E.: 15
M.A.: 20
P.S.: 15
P.P.: 14
P.E.: 22
P.B.: 14
Speed: 32

PHYSICAL DATA
P.P.E.: 572 +3d6x2 / Level (Max: 1716 for 22 min)
I.S.P.: 78 +1d6+1 / Level
H.P.: 60 +1d6 / Level
S.D.C.: 23
Age: 24
Sex: Male
Height: 5' 10"
Weight: 180 lbs.
Description: Just over average height, dirty blond hair and green eyes. Typically wears long sleeve button-up shirts with the sleeves folded, denim pants, and steel-toed work boots.

Natural Abilities
Perception Bonus: +4 +1 @ levels 7, 10, 13 (x2 on a Ley Line)
Charm/Impress: 15%
Invoke Trust/Intimidate: 60%
Skill Bonus: +14%
Spells, psionic attacks, drugs, and disease that cause confusion, dizziness, or dull the senses are half as effective (penalties and duration)
Fatigues at half normal rate
Hold Breath up to 3 minutes
Max. Encumbrance: 54 lbs.
Max. Carrying Weight: 140 lbs.
Max. Lifting Weight: 280 lbs.
Max. Jumping Ability: 7' long, 3,5' high

Special Abilities
Turn Invisible at will (Simple)
Regenerate 2d6 H.P./S.D.C. per minute
Double range of all spells
Double P.P.E.
Sense Ley Line and Magic Energy (Unfrozen at 6th Level LM)
--Sense Ley Line: 69% (+5%) | 60 miles (+10 miles / Level)
--Sense Ley Line Nexus: 79% (+5%)
--Sense a Rift: Automatic | 100 miles (+10 miles / Level)
--Sense Magic in Use: 600' (+100' / Level)
--See Magic Energy: Line of sight about 1000' | -1 APM to use in combat

Read Ley Lines (Frozen)
Ley Line Transmission: 5 people (Frozen)
Ley Line Phasing: 16 per Day (+2 / Level | 4 max per hour) (Unfrozen at 6th Level LM)
Ley Line Walking/Drifting (Frozen)
Ley Line Rejuvenation 20 H.P. and 20 S.D.C., +1D6 H.P. and +2D6 S.D.C. per Level (Unfrozen at 6th Level LM)
Ley Line Observation Ball 5 M.D.C. Range: 2500' away, Speed: Up to 44 Bonus: +3 Dodge (Frozen)
PPE Recovery: 7 per hour sleep or rest / 15 per hour meditation and is equal to an hour of sleep
Teleportation Hitchhiking: 20 P.P.E. 180' (Frozen)

Psionics
Major
Empathy (4) (RUE p. 172)
Mask P.P.E. (4) (RUE p. 174)
Mind Block (4) (RUE p. 174)
Object Read (6) (RUE p. 174)
    Impressions: 82% (+2%)
    Images: 72% (+2%)
    Present 62% (+2%)
Read Dimensional Portal (6) (RUE p. 175)
Remote Viewing (10) (RUE p. 176)
Telepathy (4) (RUE p. 177)
Total Recall (2) (RUE p. 177)

Spell Knowledge
Spell Knowledge

Spell Strength: 14 +1 @ 9, 12
Reduced P.P.E. cost for rift and ley line magic. Cost per RUE p117 already factored in below.
Apparition (20) (BOM 110) (LM ILL)
Armor Bizarre (15) (BOM 104) (LM ILL)
Armor of Ithan (10) (BOM 96) (LLR)
Astral Projection (10) (BOM 99) (LM 2)
Aura of Power (4) (BOM 93) (LM 1)
Befuddle (6) (BOM 93) (LLR)
Blinding Flash (1) (BOM 91) (LM 1)
Blow Snow (6) (PFNH 80) (LM 1)
Breathe Without Air (5) (BOM 96) (LLR)
Bulletproof (3) (MA 9) (LM 1)
Call Creature of Light (10) (NBMB 130) (LM 1)
Chameleon (6) (BOM 93) (LM 1)
Charismatic Aura (10) (BOM 99) (LM 2)
Charm (12) (BOM 104) (LM 4)
Cleanse (6) (BOM 93) (LLR)
Climb (6) (BOM 93) (LM 1)
Cloak of Darkness (6) (BOM 93) (LM 1)
Cloud of Slumber (6) (MoM 83) (LM 1)
Cloud of Smoke (2) (BOM 91) (LM 1)
Cobwebs (5) (MoM 84) (LM 1)
Communications Booster (4) (DB13 113) (LM 1)
Concealment (6) (BOM 93) (LM 1)
Curse of the World Bizarre (100) (BOM 140) (LM ILL)
Darkness (6) (HU2 322) (LM 1)
Death Trance (1) (BOM 91) (LM 1)
Decipher Magic (4) (HU2 321) (LM 1)
Detect Concealment (6) (BOM 94) (LM 1)
Detect Leak (4) (DB13 113) (LM 1)
Dimensional Pocket (30 or 140) (HU2 334) (LM EP)
Dimensional Portal (1000) (BOM 152) (LLR)
Energy Field (10) (BOM 101) (LM 2)
Energy Sphere (120) (BOM 140) (LLR EP)
Extinguish Fire (4) (BOM 94) (LM 1)
Eyes of Thoth (8) (BOM 106) (LM 3)
Farseeing (3) (MA 9) (LM 1)
Fear (5) (BOM 94) (LM 1)
Featherlight (10) (BOM 106) (LLR)
Flareburst (2) (MA 9) (LM 1)
Fleet Feet (20) (PF2 186) (LM 3)
Fly (15) (BOM 106) (LLR)
Fly as the Eagle (25) (BOM 115) (LM 4)
Fool's Gold (10) (BOM 101) (LM ILL)
Forcebonds (25) (BOM 120) (LM 5)
Globe of Daylight (2) (BOM 91) (LLR)
Hallucination (30) (BOM 121) (LM ILL)
Heal Wounds (10) (BOM 106) (LM 3)
Heavy Breathing (5) (BOM 94) (LM 1)
Horrific Illusion (10) (BOM 106) (LM ILL)
Id Barrier (600) (BOM 151) (LM ILL)
Illusion Booster (15) (BOM 112) (LM ILL)
Illusion Manipulation (25-60) (BOM 128) (LM ILL)
Illusory Forest (45-90) (BOM 133) (LM ILL)
Illusory Terrain (55-120) (BOM 141) (LM ILL)
Illusory Wall (15 or 30) (BOM 112) (LM ILL)
Impervious to Energy (20) (BOM 113) (LM 3)
Impervious to Fire (5) (BOM 97) (LM 2)
Increase Weight (4) (HUGM 180) (LM 1)
Infrared Vision (5) (MA 9) (LM 1)
Invincible Armor (30) (BOM 121) (LM 5)
Invisibility to Sensors (20) (MA 15) (LM 3)
Invulnerability (25) (BOM 116) (LM 4)
Jolt Wand (1 or 5) (MA 10) (LM 1)
Lantern Light (1) (BOM 92) (LLR)
Levitation (5) (BOM 94) (LM 1)
Ley Line Phantom (20) (BOM 129) (LLR)
Ley Line Resurrection (1000) (BOM 156) (LLR)
Ley Line Storm Defense (90) (BOM 141) (LLR)
Ley Line Tendril Bolts (13) (BOM 121) (LLR)
Ley Line Time Flux (40) (BOM 129) (LLR)
Life Plant (8) (NBTG 56) (LM 1)
Magic Homing Beacon (5) (DB13 113) (LM 1)
Magic Net (7) (BOM 101) (LM 2)
Magic Warrior (60) (BOM 135) (LM ILL)
Magnetic Boots (2) (DB13 113) (LM 1)
Manipulate Objects (2+) (BOM 94) (LM 1)
Mask of Deceit (15) (BOM 113) (LM ILL)
Mend the Broken (10+) (BOM 108) (LM 3)
Mental Shock (30) (BOM 117) (LM 4)
Metamorphosis: Superior(100) (BOM 135) (LM 6)

Multiple Image (7) (BOM 102) (LM ILL)
Mystic Alarm (5) (BOM 95) (LM 1)
Mystic Direction Sense (6) (MA 10) (LM 1)
Mystic Fulcrum (5) (BOM 98) (LLR)
Mystic Invisibility (25) (MA 17) (LM 4)
Mystic Mark (3) (MoM 82) (LM 1)
Mystic Marksmanship (5) (MA 10) (LM 1)
Mystic Portal (20) (BOM 135) (LLR)
Negate Magic (10) (BOM 123) (LLR)
Negate Poison/Toxin (5) (BOM 98) (LM 2)
Nightvision (4) (MA 9) (LM 1)
Observe Dream (4) (NBBS 127) (LM 1)
Power Bolt (20) (BOM 113) (LM 3)
Propulsion Blast (1) (DB13 113) (LM 1)
Reality Flux (38) (BOM 136) (LLR)
Reanimate Flesh (4) (NBTG 56) (LM 1)
Rift Teleportation (100) (BOM 142) (LLR)
Rift To Limbo (80) (BOM 142) (LLR)
Seasickness (5) (MoM 84) (LM 1)
Second Sight (10) (BOM 118) (LLR)
See Aura (6) (BOM 92) (LM 1)
See Mystic Mark (4) (MoM 83) (LM 1)
See the Invisible (4) (BOM 92) (LM 1)
See Wards (8) (PF2 193) (LM 2)
Sense Evil (2) (BOM 92) (LM 1)
Sense Magic (4) (BOM 92) (LM 1)
Sense Magic Homing Beacon (8) (DB13 114) (LM 1)
Sense Nightbane (3) (NBMB 128) (LM 1)
Sense PPE (3) (NBMB 128) (LM 1)
Shadesword (22) (PF12 80) (LM 5)
Shatter (5) (BOM 95) (LM 1)
Shield from Light/Polarized Vision (4) (PFNH 82) (LM 1)
Slam (5) (MA 10) (LM 1)
Space Walk (5) (DB13 114) (LM 1)
Speak Underwater (10) (BOM 122) (LLR EP)
Sticky Feet (4) (AUGG 224) (LM 1)
Stumble (3) (MA 9) (LM 1)
Sustain (12) (BOM 109) (LM 3)
Talisman (500) (BOM 150) (LLR EP)
Teleport: Superior (150) (BOM 153) (LLR)
The Knowing Candle (5) (NBTG 56) (LM 1)
Throwing Stones (5) (BOM 95) (LM 1)
Thunderclap (4) (BOM 93) (LLR)
Time Hole (105) (BOM 146) (LLR)
TK Bullet Attack (3 or 6) (MA 10) (LM 1)
Tongues (12) (BOM 114) (LLR)
Turn Dead (5) (BOM 95) (LM 1)
Vacuum Speak (6) (DB13 114) (LM 1)
Ventriloquism (3) (PF2 190) (LM 1)
Wakefulness (5) (MA 10) (LM 1)
Warrior Horde (1100) (BOM 159) (LM ILL)
Wisps of Confusion (40) (BOM 126) (LM 5)
Weightlessness (6) (PF2 191) (LM 1)
World Bizarre (40) (BOM 126) (LM ILL)
X-Ray Vision (25) (PF2 203) (LM 4)
Zero Gravity Movement & Combat (4) (DB13 113) (LM 1)



O.C.C. Skills - Frozen Ley Line Rifter
Language: Dragonese/Elf -- 96%
Language: Demongogian -- 96%

Climbing/Rappelling -- 77/67%
Pilot: Hovercraft -- 89%
Wilderness Survival -- 74%

O.C.C. Skills - Lord Magi
Language: American -- 150% (+1%)
Literacy: American -- 129% (+5%)
Language: Spanish -- 99% (+3%)
Literacy: Spanish -- 89% (+5%)
Language: Japanese-- 99% (+3%)
Literacy: Japanese -- 89% (+5%)

Computer Operation -- 104% (+5%)
Find Contraband -- 84% (+4%) [Learned @ LLR 3rd level]
History: Pre Rifts -- 68/56% (+4%)
History: Post Apocalypse -- 80/75% (+4%)
Interrogation -- 79% (+5%)
Land Navigation -- 94% (+4%)
Law -- 84% (+5%)

Lore: Demons & Monsters -- North America -- 109% (+5%)
Lore: Demons & Monsters -- Europe -- 109% (+5%)
Lore: Faeries & Creatures of Magic -- 104% (+5%)
Lore: Magic -- General Knowledge 104% (+5%) Recognize Magic Circles, Runes, Etc. -- 94% (+5%) Enchantment -- 79% (+4%)
Lore: D-Bee -- 104% (+5%)
Lore: American Indian -- 79% (+5%)
Lore: Cattle and Animals -- 84% (+5%)
Lore: Juicers -- 84% (+5%)
Lore: Psychics & Psionics -- 79% (+5%)
Lore: Geomancy & Ley Lines -- 84% (+5%)
Lore: Vampires -- 74% (+5%)

Math: Advanced -- 104% (+5%)
Math: Basic -- 134% (+5%)

Streetwise -- 84% (+4%)
W.P. Sword -- +3 Strike, +2 Parry, +1 Thrown (+1 to strike @ 9, 12, and 15. +1 to parry @ 7, 10, and 13. +1 to strike when thrown @ 8, and 12; not designed for throwing.)
W.P. Staff -- +2 Strike, +1 Thrown, +2 Parry (+1 to strike @ 7, 10, and 13. +1 to parry @ 8, 11, and 14. +1 to strike when thrown @ 10, and 15; not designed for throwing.)
Hand to Hand: Basic (Replaced with Tai-Jutsu/Ninjutsu)

O.C.C. Related Skills - Frozen Ley Line Rifter
Appraise Goods (Professional) -- 83%
    Specialization: Magic Items
Intelligence -- 67%
Radio Basic -- 79%
Research -- 79%

O.C.C. Related Skills - Lord Magi(+1 skill @ 9, 12)
Pilot Robots and Power Armor -- 90% (+3%)
Mecha Combat Elite: Ground-Based Power Armor (Warlock Combat Armor)
Weapon Systems -- 79% (+5%) [Learned @LM 3rd Level]
W.P. Heavy M.D. Weapons +1 to Strike at levels 2, 4, 7, 10, and 13.[Learned @LM 6th Level]


Secondary Skills(+2 skill @ 9, 12)
Athletics General
Cooking -- 74% (+5%) [Learned @LLR 4th Level]
Gemology -- 54% (+5%) Learned @LM 3rd Level
Horsemanship: Exotic Animals 44%/34% (+5%) Learned @LM 6th Level
Navigation -- 96% (+5%)
Running
Sensory Equipment -- 84% (+5%)
Wardrobe and Grooming -- 50% (+4%) Learned @LM 6th Level

Whittling & Sculpture -- 59% (+5%) Learned @LM 3rd Level
W.P. Energy Pistol -- +3 Strike +1 @ 7, 9, 11, 13, 15
W.P. Sub-Machine Gun -- +3 Strike +1 @ 9, 12, 15

E.P. Purchased Skills
HTH Ninjitsu/Tai-Jutsu (11th Level)

Combat Data
HTH Type: Ninjitsu/Tai-Jutsu
Number of Attacks: 8
Initiative Bonus: +5
Strike Bonus: +4 (+6 w/Back Flips/Cartwheel)
Parry Bonus: +4
Dodge Bonus: +2
HTH Damage Bonus: +2
Bonus to Roll w/Punch: +1
Bonus to Pull a Punch: +7
Bonus to Disarm: +0
Maintain Balance: +2

Other:
    Back Flip (Attack w- Axe/Snap/Backhand, Defensive, Escape)
    Body Block/Tackle: 1d4 S.D.C.
    Body Flip/Throw: 1d6 S.D.C +Lose Init and 1 melee attack
    Cartwheel Attack (w- Axe/Wheel/Knife
    Hand Attacks: Knife Hand: 2d4 S.D.C., Palm Strike: 2d4 S.D.C.
    Holds (Arm, Body, Leg, Neck)
    Kick Attacks: Axe Kick: 2d6 S.D.C., Backward Sweep (No Damage - Knock Down + Loss Init and 1 melee attack), Drop Kick (w-Kick/Snap, Crescent), Kick Attack: 2d4 S.D.C., Snap Kick: 1d6 S.D.C., Tripping/Leg Hook (No Damage - Knock Down + Lose Init and 1 melee attack), Round House: 3d6 S.D.C.
    Knee and Elbow Strikes: 1d6 S.D.C.
    Leap Attack
    Paired Weapons
    Critical Strike on natural 18-20, or from behind
    Death Blow on natural 20
    Death Blow!



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 Pistol +3 Strike
W.P. Sub-machine gun +3 Strike
W.P. Heavy M.D. Weapons
W.P. Sword +3 Strike, +2 Parry, +1 Thrown
W.P. Staff +2 Strike/Parry, +1 Thrown

Saving Throw Bonuses
Coma/Death: +19%
Magic (varies): +6 (+1 @ 9, 13)
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+): +0
Psionics (12+): +0
Horror Factor: +5 (+1 @ 12, 14)
Possession: Impervious
Mind Control: +5 (+1 @ 9, 12, 15)
Curses: +2
Illusions: +2
Last edited by Grant Latham on Mon Jun 05, 2017 7:22 am, edited 33 times in total.
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record

Info
H.P.: 49/49 • S.D.C.: 23/23 • P.P.E.: 207/207 • I.S.P.: 60/60 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 64% | 50mi • Sense Ley Line Nexus: 74% • Sense a Rift: Automatic | 90mi • Sense Magic in Use: 500'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
User avatar
Grant Latham
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Posts: 247
Joined: Mon Jun 29, 2015 5:25 pm
Location: Heroes For Hire - PC

Re: Grant Latham (Ley Line Rifter)

Postby Grant Latham » Sun Jul 05, 2015 5:29 pm

Vehicles/Mounts are listed first.

Carried/In Hand (left leg holster)
MP-6 Firebolt Pistol
Image
    • Range: 800'
    • Damage: 1d6 from the TK impact, +2d6 M.D. from the fireball
    • Rate of Fire: Single shots only
    • Payload: 10 blasts
    • Recharge Cost: 15 P.P.E. or 30 I.S.P.
    • Bonus: +1 to strike on aimed shots
    • Weight: 4 lbs.
    • Cost: 46,000 credits

Talisman Rings (5th Level equivalent)
  1. Left Hand: Armor Bizarre (3/3)
  2. Left Hand: Invulnerability (3/3)
  3. Left Hand: Mystic Invisibility (3/3)
  4. Right Hand: Fleet Feet (3/3)
  5. Right Hand: Fly as an Eagle(3/3)
  6. Right Hand: Power Bolt (3/3)

Worn on Person

MA-2 TW Combat Mage Armor
http://i43.photobucket.com/albums/e371/ ... ntsman.png
[img-]http://explorersunlimited.com/images/upload/2017/07/03/20170703083946-21872e53.png[/img]
    M.D.C. by Location:
    • Helmet - 40
    • Arms - 45 each
    • Legs - 50 each
    • Main Body - 35/50
    • Armor of Ithan - 50
    Magic Features:
      All of the following engage for the full duration of activation (or until used up in the case of armor).
      ※ Armor of Ithan
      ※ Breathe Without Air
      ※ Cleanse
      • • Note: All spell effects at 5th level equivalent.
      • Duration: 10 minutes per activation.
      • P.P.E. Cost to Use: 20 P.P.E. or 40 I.S.P.
    Weight: 11 lbs.
    Modifiers: -5% to movement and physical skills.
    Cost: 120,000 credits, poor availability.

Set of Traveling Clothes, including work gloves
Tinted Goggles
Air Filter and Gas Mask
Survival Knife (Left Boot Sheath)
6' x 6' Canvas Cloth Mat, blue and white on one side, brown and green on the other, with various loops on both the top and bottom for use as both hand/foot holds and to tie down cargo (when used with the Fly spell). Note: Typically rolled up and slung over a shoulder with a strap for easy access.

Wilk's PRC-5 Secure Walkie-Talkie
Image
Description
An enhanced walkie-talkie personal radio communications (PRC) system with a special cryptographic package. The unit
provides 15 channels, all of which have a secure capability as well as normal scrambling and unscrambled features. For secure communications, a special cryptographic program is loaded into the radio using a standard Wilk's 3000 (or other handheld) computer. Once this program is loaded into the radio, only other radios with the same program are capable of receiving its transmissions.
    • Weight: 1lb
    • M.D.C.: 2
    • Range: 10 miles (16km)
    • Battery Life: A rechargeable battery provides 96 hours of continuous operation before needing to be recharged. Security Note: Due to the sophisticated scrambler program, the cryptography skill has a penalty of -25% to crack the system's secure communications feature.
    • Microphone and comfortable earpiece headgear for hands-free communications.

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
    • Attachment: Dimensional Pocket 1
      Enchanted Talismans
        Each different type of talisman contained in a separate velvet bag:
        11 shields with Armor of Ithan
        8 triangles with Breath without Air
        4 hollow triangles with Sustain
        8 Stars with Fleet Feet
        11 pyramids as PPE Storage (60 P.P.E.)
        0 squares with Invulnerability
        8 hollow squares with Impervious to Energy
        8 discs with Invisible to Sensors
        8 hollow discs with Mystic Invisibility
        0 Cubes with Cleanse
      Un-Enchanted Talismans
        Each different type of talisman contained in a separate velvet bag:
        24 shields | 24stars | 24 discs | 24 hollow discs | 24 triangles | 24 hollow triangles |24 squares | 24 hollow squares | 24 ovals | 24 pyramids | 24 wire frame pyramids | 24 cubes | 24 wire frame cube | 24 spheres |24 half spheres
        18 silver rings with different colored stones (cheap stuff, quartz and the like)
        288 lengths of silver chain of varying length to be able to make a bracelet or a necklace.
        7 empty small velvet bags
    • Attachment: Dimensional Pocket 2
      Celestial Medal
      Image
      Description
      Comprising of a medal and two lapel pins, the Celestial Medal is awarded by the City of Houstown to those who have shown outstanding courage in the face of personal harm to save the lives Houstowners and great aid to the City in dire need. Grants an honorary membership in the Celestial society. Known members are given at least a 10% discount in most of Houstown and by many who have been similarly awarded who travel the world. Anyone familiar with the award will generally react well to the character displaying the star.

    • Attachment: Dimensional Pocket 3 - Misc Items
      Flashlight
      Tri-Dee Camera and viewer with panoramic lens, and enough memory for 1000s of pictures in a 2 M.D.C. waterproof case
      Portable Computer for storing notes, and inertial navigation software in a 2 M.D.C. waterproof case
      Physical Map of North America with known cities and ley lines in a 2 M.D.C. waterproof case. (Back up copies of maps and pictures stored in safe deposit box in MercTown.)
      Cross
      First Aid Kit (Insect Repellent, Pain Killers (pill and cream), bandages, super glue, bandages, disinfectant wipes, sun screen)
      Dozen Pens/Dozen Pencils
      Binoculars
      Pen and Paper
      Magnetic Compass
      Electronic Compass
      Small Mirror
      Wax
      Roll of Twine
    • Attachment: Dimensional Pocket 4

    Satchel
    The satchel is padded, sealable, and made from M.D.C. hide. Internal space can be utilized to carry a variety of items. It has 4 internal pockets each is about 14" wide, 2" wide, and 8" deep. Items larger than a thick textbook will not fit.
    • Space: Dimensional Pocket 1 -
    • Space: Dimensional Pocket 2 - Energy Sphere (84/500 P.P.E.) Duration: 30/30 days
    • Space: Dimensional Pocket 3 - Energy Sphere (500/500 P.P.E.) Duration: 30/30 days
    • Space: Dimensional Pocket 4 - Energy Sphere (500/500 P.P.E.) Duration: 30/30 days

    Stored in Vehicle


    How to list Credits/Valuables:
    Secure Universal Card: 1000 credits in wallet
    Non-Secure Universal Card: 1x1,760 (Zoe 4-21-17), 2 x 2000 credits; 1 in utility belt, 1 in back pack
    Non-Secure Black Card: 8,500 credits; 1 in right boot. [Updated by Xy 07/15/19]
    Non-Secure Universal Card



    Gear Stats

    Un Allocated
    Last edited by Grant Latham on Sat Oct 08, 2016 7:28 pm, edited 19 times in total.
    Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record

    Info
    H.P.: 49/49 • S.D.C.: 23/23 • P.P.E.: 207/207 • I.S.P.: 60/60 • Running: 80'/action

    Constant Special Abilities
    • Sense Ley Line: 64% | 50mi • Sense Ley Line Nexus: 74% • Sense a Rift: Automatic | 90mi • Sense Magic in Use: 500'

    Equipped Gear of Note
    MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
    6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
    User avatar
    Grant Latham
    Diamond Level Patron
    Diamond Level Patron
     
    Posts: 247
    Joined: Mon Jun 29, 2015 5:25 pm
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    Re: Grant Latham (Ley Line Rifter)

    Postby Grant Latham » Sun Jul 05, 2015 7:04 pm

    Background Story

    24 Years ago.

    The midwife tells the woman, "One more push, and out he'll come." The woman grunts and bears down. The midwife catches the baby and cleans him up. She holds the baby up to the new mother and father saying, "Oh, he's a quiet one, but healthy. Have you decided on a name?"

    The father says, "Yes, his name is Grant Latham."

    14 Years ago.

    Grant's father subscribes to the idea that all children get into trouble and he and and his wife are too busy with their jobs to sort out who did what, so he disciplines proactively. Each morning, all of the children are required to get in line to get a spanking.

    I really don't want a spanking today, thought young Grant as he waited in line. When Grant's turn comes, he approaches his father and leans over his lap. He feels his father move his arm up with the switch. Grant mumbles, "Everyday it's the same, I wish I was somewhere else." The switch comes down hard, right across Grant's father's legs. Grant has disappeared. His father yelps and curses, the other children stare in shock.

    Grant's mother runs in and says, "What happened?"

    "I don't know," says his father. "He just disappeared, and I hit myself with the switch." The children began to giggle, but quickly subside as their father glares at them.

    Everyone turns towards the front door as they hear it open. "Mom, Dad, I, I," Grant stammers. "I just appeared in the tree house out back."

    His father and mother both look at each other and say at the same time, "Magic!" His father continues, "Grant, I think you have magic like your Uncle Malcolm. We are going to take you to the University in Lazlo." The rest of the children stared in amazement as their father left the house rubbing his thighs, the switch forgotten on the floor next to the stool.

    The next day, Grant and his parents meet with a mage from the University. The mage ushers them into his office and they explain why there are there. "I am going to cast a spell to look at your son's aura, it won't harm him at all." After examining Grant, the mage says, "Ley lines are plentiful around here, young Grant has been absorbing some of the ambient energy. It's why he was able to teleport. He has natural talent. Grant, do you know how you did it?"

    "No, I just didn't want to get the daily whippen,'" Grant says. His father, turns a shade pink and looks away.

    "Have you gone into the ley lines near your home, and has anything unexplained happened before?" the mage asks.

    "Well, yes, I go almost every other day. It's so peaceful there. Sometimes, I think I hear voices, but no ones around me. Sometimes, I get weird thoughts urging me to do things. Other times, I'll fall a sleep and dream that I am flying, and when I wake, I hit the ground and get the wind knocked out of me." said Grant.

    The mage considers some more, finally he says, "You did the right thing bringing him here, Mr. and Mrs. Latham. Grant has the power, and he will need training so as to not injure himself or others. I'll arrange an interview with a Dean for the boy, and I think we can arrange a scholarship to help pay the tuition. However, the decision is Grant's. Grant, do you want to be a wizard?"

    "Well, I know I don't want to be a farmer." Young boys are often tactless...

    5 Years Ago.

    Grant enters the doctor's office and sits down on the chaise lounge. "Hello Doctor, you know I am not sure why the University insists that I keep seeing you."

    "Hello Grant, thanks for coming today. How are things going?" says the Doctor.

    "They are going great, I mastered a new spell today!" Grant almost yells he's so excited.

    "That's fantastic tell me about it," said the Doctor cautiously.

    Grant replies, "Well my instructor calls it 'Ley Line Storm Defense', it allows you to be out during a storm on a leyline and enjoy it."

    "Um, I am not sure that's a wise idea...," the Doctor says a bit nervously, glancing at the door and up at a spot at the ceiling.

    "No really, Belgaro said its really useful," says Grant.

    "Who is Belgaro? Your instructor?" asks the Doctor.

    "No, the ley line heading east out of the city," Grant says seriously, but gesturing with his hands..

    "You're talking to the ley...Grant, how about you lay down put your arms at your side and relax and we will discuss this some more...," the Doctor says.

    2 Years Ago.

    Grant opens the door to his parent's house and walks in. His mother greets him good morning and lays a hearty breakfast in front of him. His father is listening the news on the radio, but turns it down, and says, "Graduation is soon, have you decided what you want to do?"

    "Yes, Dad, I am going to be the fastest truck driver in the world," said Grant proudly.

    Now

    Grant hands his business card to the Corporate Suit:

    Image

    "Here's my card, it lists the locations that I will deliver for my standard fees. I can also provide a list of local references." The Suit looks at the card. This has been way more difficult than I thought it would be. But I should have enough routes now to spark interest now that I've traveled with various caravans to find ley lines and nexi between the towns.

    Grant waits for the Suit to finish looking at the card, he takes time to observe the man. It's a well tailored suit, but there is dandruff on the shoulders and scuffs on his shoes, how can he stand it? Once the Suit looks up, Grant says, "My minimum fee is $8,000 universal credits or 1% of the appraised market value whichever is greater for non-hazardous material, such as food stuffs, clothing, electronics, and hardware. Weapons, armor, and the like is a minimum $30,000 universal credits or 3% of the appraised market value + cost of security. Delivery to any standard location is typically 10% of the time a caravan would take. Acceptance of a load is contingent on review of the details of the manifest and location of pickup and delivery. I do have weight and size limits if the contract must be fulfilled in a single delivery. 25% of fee is due upon pickup with the balance placed in escrow to be paid upon confirmation of delivery."

    The Suit considers for a minute, while Grant struggles with not bouncing on his toes waiting.

    "No," said the Suit. "I think I will use Magic Missives still."

    Grant, hiding his disappointment says, "Please keep me in mind if Master Noussarin is unable to accommodate you. I wish you a good day and safe travels. Oh, and here let me take care of that mess." Grant quickly cast Cleanse on both of them before the Suit can respond. The Suit, not sure of what to make of this decides that discretion is the better part of valor, and leaves quickly. That's better, his lack of attention to his personal grooming was bothering me the whole time, it's probably for the best. But damn, maybe I should reconsider Master Noussarin's offer. He has been polite and I appreciate him offering me a position, but something seems off about him and I don't know why. I am going to have to see about join a mercenary outfit or an adventurer group and make a name for myself.
    Last edited by Grant Latham on Mon Jul 13, 2015 5:32 pm, edited 6 times in total.
    Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record

    Info
    H.P.: 49/49 • S.D.C.: 23/23 • P.P.E.: 207/207 • I.S.P.: 60/60 • Running: 80'/action

    Constant Special Abilities
    • Sense Ley Line: 64% | 50mi • Sense Ley Line Nexus: 74% • Sense a Rift: Automatic | 90mi • Sense Magic in Use: 500'

    Equipped Gear of Note
    MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
    6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
    User avatar
    Grant Latham
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    Posts: 247
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    Location: Heroes For Hire - PC

    Re: Grant Latham (Ley Line Rifter) - Ready for Play

    Postby Grant Latham » Wed Jul 08, 2015 6:52 pm

    Psionic and Spell Notes

    Being Near a Ley line, within two miles, increases the range and duration of spells by 50%.

    Being at/on a ley line OR one mile from a nexus point doubles the range, duration, and damage of magic spells. The Mage can also draw an additional 10 P.P.E. (Double for LLW & LLR) every 15 seconds. Magic spells and effects (damage, range and duration) are doubled. Plus his own P.P.E. recovers at the increased rate of 10 P.P.E. per 1/2 hour, without meditation.

    Being at a ley line nexus point or within 200 feet of a nexus point triples the range, duration, and damage of magic spells. The Mage can draw upon 20 P.P.E. (Double for LLW & LLR) every 15 seconds. The mage gets a +2 to save vs magic and HF. Spell Strength is +1. P.P.E. Recovery Rate is 20 per 1/2 hour without meditation.


    Being within one mile of a ley line increases the range and duration of psychic powers by 50%.

    Duration, range, and damage of psychic powers are doubled when within one mile of a nexus point. The protection provided by telekinetic force fields are also doubled (specific powers may have alternate rules).

    1d6+Level I.S.P. is available for use if actually on a level line or nexus.

    Psionics

    NAME COST REFERENCE RANGE DURATION NOTES
    Empathy 6 RUE p. 172 100' Area 12 min
    Mask P.P.E. 4 RUE p. 174 Self 60 min
    Mind Block 4 RUE p. 174 Self 60 min +1 Save vs Psionics
    Object Read 6 RUE p. 174 Self 2d6 min Impressions: 76%, Images: 68%, Present: 58%
    Read Dimensional Portal 6 RUE p. 175 Touch or up to 3' 60 sec Determine:
    * If dangerous
    * Supernatural evil: strong or numerous
    * Who last used it
    * Destination: Astral, Xitcix, Dreamstream, or current planet
    * Tech or magic based and how to operate it.
    Remote Viewing 10 RUE p. 176 Special 2d6+6 sec Can See person or place
    Vision can ask 2 to 4 general questions
    Telepathy 4 RUE p. 177 Surface Thoughts: 60'
    Two-way Telepathic: 340'
    12 min
    Total Recall 2 RUE p. 177 Self N/A Recall written word
    01-50: Perfect Recall
    51-80: Full essence of ideas
    81-100: Basic Concepts


    Spell Knowledge

    Grant's Mystic Mark:

    Image
    New Spell List
    NAME COST REFERENCE LEVEL RANGE AREA SAVING THROW DURATION NOTES
    Blinding Flash 1 BOM 91 1 60' 10' r Standard, -1 for 3 P.P.E. Instant Blind for 1d4 rounds, -10 Strike/Parry/Dodge, 50% chance of falling every 10'. Does not affect robotic, bionic, or cybernetic eyes.
    Bulletproof 3 MA 9 1 Self or other by touch None None 2 min/level A.R. 19, 100 S.D.C. + 10 S.D.C./level
    Cloud of Smoke 2 BOM 91 1 90' 30'x30'x30' None 1 min/level -5 Strike/Parry/Dodge/Disarm/Entangle
    Communications Booster 4 DB13 113 1 20' None N/A 5 min/level 1 communciation system's range increase by 300. In space only.
    Death Trance 1 BOM 91 1 Self None None 2.5 min/level Can cancel at any time.
    Decipher Magic 4 HU2 321 1 Self None None 2 min/level Read magic symbols/runes at 94%. Does not include circles/wards
    Detect Leak 4 DB13 113 1 None 20'r/level N/A 1 min/level 2 leaks/level. Amplifies sound of leak and magical white smoke billows from leak.
    Farseeing 3 MA 9 1 Self None None 1 min/level See license plate/fact up to 2 miles away.
    Flareburst 2 MA 9 1 500' None None 1 min/level Flare illmuniates 150' r like stadium lighting
    Globe of Daylight 2 BOM 91 1 30' 6' r/level None 3 min/level Caster can move globe at Spd 12
    Increase Weight 4 HUGM 180 1 100' None Standard 2 min/level Increase weight of one person/object by 100 lbs/level
    Lantern Light 1 BOM 92 1 10' None 30 min/level Adjust intensity at will between 50 to 300 watts
    Magnetic Boots 2 DB13 113 1 Self or 2 others by touch or 1 up to 50' None Standard 10 min/level 1/2 spd in zero gravity
    Mystic Mark 3 MoM 82 1 Touch None N/A Instant Mark 3 items/level. Spend 3 P.P.E. later to make glow 15 seceonds.
    Nightvision 4 MA 9 1 Self None None 6 min/level 600' range in total non-magical darkness
    Propulsion Blast 1 DB13 113 1 Self or 2 others by touch or 1 up to 50' None Standard 15 sec Burst of air. 1d4 mph
    Reanimate Flesh 4 NBTG 56 1 Touch None None 1 hour control 15 lbs of dead flesh
    See Aura 6 BOM 92 1 100' None None 1 melee Mind Block/Alter Aura can mask presence of psychic abilities, P.P.E. or possession
    See the Invisible 4 BOM 92 1 200' None None 1 min/level Can see astral beings, entities, elementals, ghosts, objects, forces and creatures that are or can turn invisible even if no form per se.
    Sense Evil 2 BOM 92 1 None 45' r None 2 min/level Mind Block/Alter Aura/Protection from Magic will block spell.
    Sense Magic 4 BOM 92 1 None 60' r None 2 min/level
    Sense Nightbane 3 NBMB 128 1 None 100' r None 1 min/level Sense presence, not location. Does not tell exact location or numbers.
    Sense PPE 3 NBMB 128 1 None 60' r Standard 1 min/level Can tell general level of P.P.E.
    Stumble 3 MA 9 1 25'/level None Standard Instant Loss init, 2 apm to get back on feet (1 apm for Crazy, Juice, Mystic Knight, or Combat Cyborg)
    Thunderclap 4 BOM 93 1 None 15' r vs HF Instant +5 Init, +1 Strike/Parry/Dodge. HF 8.
    Ventriloquism 3 PF2 190 1 None 10' r Standard Instant Same as skill 90%
    Zero Gravity Movement & Combat 4 DB13 113 1 Self or 2 others by touch or 1 up to 30' None Standard 3 min/level Zero Gravity Movement & Combat skill at 75%
    Aura of Power 4 BOM 93 2 Self or One Other by Touch None None 1 min/level Appears +3 lvls, +1d4+2 M.A. Psionic See Aura will see truth. Magic See Aura will fluctuate.
    Befuddle 6 BOM 93 2 100' None Standard 2 min/level -2 Strike/Parry/Dodge, Actions reduced by half. -20% Skills.
    Blow Snow 6 PFNH 80 2 10' None N/A 5 min/level Blow 1'/level of snow to clear a 4' wide path. +15% camoflage, can be used to cover tracks.
    Call Creature of Light 10 NBMB 130 2 10 ml/level None None Instant Ritual Only.
    Chameleon 6 BOM 93 2 Self or Other by touch None None 4.5 min/level 90% if not moving, 70% 2'/round, 20% 6'/round. Effective vs Normal Vision, See Invisible and most optics; not thermal imaging if air is a different temperature.
    Cleanse 6 BOM 93 2 Self, One person and clothes up to 10', two people by touch None Instant 25lb of clothes, will kill most surface parasites
    Climb 6 BOM 93 2 Self or Other up to 40' 5 min/level 98%/90%
    Cloak of Darkness 6 BOM 93 2 Self 5' r 4 min/level -3 Strike for those more than 5' away, -1 Strike for those using Infared or Thermal imaging.
    Cloud of Slumber 6 MoM 83 2 90' 20'x20'x20' Standard 1 min/level Cannot be roused or dragged from the cloud. Takes 1d4 rounds to awaken.
    Cobwebs 5 MoM 84 2 30' 5' r/level None 5 min/level Does not conceal anything.
    Concealment 6 BOM 93 2 40' None Standard 5 min/level Small object (14"x6", 14lbs) only made invisible
    Darkness 6 HU2 322 2 None 5' r/level None 5 min/level Unnatural darkness, -50% Nightvision range, Others are -8 Strike/Parry/Dodge. +10% Prowl
    Detect Concealment 6 BOM 94 2 None 15' r None Instant Reveals any mystically concealed objects or people.
    Extinguish Fire 4 BOM 94 2 80' + 10'/level 20' r None 1 min/level Can extinguish 40' r of fire every round.
    Fear 5 BOM 94 2 100' 10' r HF 16 1 min/level Must enter area to be affected
    Heavy Breathing 5 BOM 94 2 60' None Standard 1.25 min/level 60% to panic and run if ST fails. Those who stay -2 Strike and -1 Parry/Dodge.
    Infrared Vision 5 MA 9 2 Self None None 5 min/level 500' range. See through 4" S.D.C. .5" light M.D.C. material. 1" dirt. 1' water or heavy M.D.C.
    Jolt Wand 0 MA 10 2 6' None Dodge Instant 1d4 S.D.C or M.D. Needs 2' copper rod.
    Levitation 5 BOM 94 2 60' None Standard 3 min/level 200 lbs + 20lbs/level. Max height 60' + 10'/level.
    Life Plant 8 NBTG 56 2 Touch None None Special Plant refects the growth and development of the planter. Planter health, plant healthy, planter sick, plant sick, etc..
    Magic Homing Beacon 5 DB13 113 2 Self or two others by touch None +2 to save 1 day/level Track with Sense Homing Beacon or Detect Life Signs
    Manipulate Objects 0 BOM 94 2 50' + 10'/level None None 2 min/level Non living objects only. 2 objects/level. 10 lbs/level, PS 8 +1/level. Spd 10, Spd 5 if 100+ lbs.
    Mystic Alarm 5 BOM 95 2 12' None None 1 yr/level Affects one object, will activate if disturbed.
    Mystic Direction Sense 6 MA 10 2 Self or other by touch None None 10 min/level Land Navigation at 98%
    Mystic Marksmanship 5 MA 10 2 Self or other by touch None None 1 action +3 on a single aimed/called shot.
    Observe Dream 4 NBBS 127 2 20'/level None Standard 5 min/level Observes dream pool, not actually in dreamstream.
    Seasickness 5 MoM 84 2 100' None Standard 1 min/level -75% spd, -2 strike/parry/dodge, -12% skills. Reduce penalties by half if not on/near water.
    See Mystic Mark 4 MoM 83 2 12' None N/A 15 sec Only caster can see mark. Does not reveal mark's owner name.
    Sense Magic Homing Beacon 8 DB13 114 2 Self or One Other by Touch 1 ly r/level Standard 10 min/level
    Shatter 5 BOM 95 2 20' None None Instant S.D.C. objects less than 100 lbs if brittle, fragile materials
    Shield from Light/Polarized Vision 4 PFNH 82 2 Self or two others by touch None N/A 15 min/level Polarized vision, eyes appear dark with a purple tint.
    Slam 5 MA 10 2 15'/level None Dodge 17 or higher Instant 1d6x10 S.D.C + knockdown; see description
    Space Walk 5 DB13 114 2 Self or two others by touch None Standard 10 min/level Can walk on object as long as it's moving less than 70 mph
    Sticky Feet 4 AUGG 224 2
    The Knowing Candle 5 NBTG 56 2 100' None None 1 min/level Causes existing light to glow brighter/dark based on proximity to supernatural beings, spells, psychic effects, etc.
    Throwing Stones 5 BOM 95 2 200' + 100'/level None Dodge 30 sec 1d6 M.D. +1/level. +2 Strike and -4 Dodge.
    TK Bullet Attack 0 MA 10 2 100'/level None Dodge at -2 A couple of seconds 1d8 S.D.C. single bolt, 4d6 S.D.C. burst/1d4 M.D. single bolt, 3d4 M.D. burst
    Turn Dead 5 BOM 95 2 60' None Standard Instant Repel 1d6/level animated dead. (Not undead) Can not return for 24 hours.
    Vacuum Speak 6 DB13 114 2 Self or two others by touch 1 ml Standard 10 min/level Transforms voice into radio waves.
    Wakefulness 5 MA 10 2 10' None Standard 1 hr/level See description for penalties after 24 hours.
    Weightlessness 6 HUGM 181 2 60' None Standard 30 sec/level Decrease weight of one person/object by 100 lbs/level
    Armor of Ithan 10 BOM 96 3 Self or other by touch None None 1 min/level 10 M.D.C/level. 1/2 dmg from magic fire, cold, and lightning.
    Breathe Without Air 5 BOM 96 3 Self or two others by touch None None 3 min/level Does not protect against toxins or gases.
    Impervious to Fire 5 BOM 97 3 60' None None 5 min/level Includes what character is wearing.
    Mystic Fulcrum 5 BOM 98 3 Self or 2 others by touch None N/A 5 min/level Lift +50%, Carry +10%, ignores required leverage
    Negate Poison/Toxin 5 BOM 98 3 Self or Other None None Instant Neutralize Poison/Toxin in substance or blood stream.
    See Wards 8 HUGM 182 3 60' None None 4 min/level See active wards, how many, general sense of power.
    Astral Projection 10 BOM 99 4 Self None None 5 min/level 500 mph
    Charismatic Aura 10 BOM 99 4 Self or other 60' r Standard 1.5 min/level +8 P.B. Friendship/Trust, Power/Fear, Successful Deception (80% believe)
    Energy Field 10 BOM 101 4 60' 4' r None 1 min/level 60 M.D.C wall or bubble. Double at ley line, triple at nexus
    Fool's Gold 10 BOM 101 4 5' None Standard 5 min/level
    Magic Net 7 BOM 101 4 60' 5' r Dodge 16 or higher 30 sec/level 2 rounds to cut with M.D. weapons, those caught are helpless.
    Multiple Image 7 BOM 102 4 Self None -4 to save 1 min/level 3 identical images, +2 Init, +2 dodge, +1 Strike. Iron will dispel image.
    Armor Bizarre 15 BOM 104 5 30' None HF 9 +1 per 2 levels 1 min/level 15 M.D.C./level, -1 Init to viewers, must save vs HF each round.
    Charm 12 BOM 104 5 15' None Standard 1 min/level Will believe/trust caster, want to help and tell the truth.
    Eyes of Thoth 8 BOM 106 5 Self or other by touch None None 10 min/level Read all writen languages
    Featherlight 10 BOM 106 5 10' None None 10 min/level 200 lbs/level. 1 object, see penalties
    Fly 15 BOM 106 5 Object by touch None None 6 min/level 6'x6' object, no metal or plastic. 35 mph, 1000' altitude
    Heal Wounds 10 BOM 106 5 3' None Standard Instant 3d6 S.D.C. and 1d6 H.P. Embedded objects should be removed first.
    Horrific Illusion 10 BOM 106 5 30' None HF 14 2 min/level
    Mend the Broken 0 BOM 108 5 Touch none None Instant Physical Objects Only. At least 20% must remain. S.D.C. : 10 P.P.E. 1 P.P.E. per 2 S.D.C. M.D.C: 30 P.P.E. per M.D.C.
    Sustain 12 BOM 109 5 Self or two others by touch None None 1 day/level Provides Air, Food, Water, only needs 2 hours of sleep per night.
    Apparition 20 BOM 110 6 30' None Standard 1 min/level Will attack anything within 20' See description
    Fleet Feet 20 PF2 186 6 20' None None 30 sec/level Double P.P., Spd, and APM. -2 Init, susceptible to surprise attacks. -20% using skills that require a delicate touch.
    Illusion Booster 15 BOM 112 6 None None N/A Special Doubles duration of any illusion spell.
    Illusory Wall 0 BOM 112 6 500' 1000 sq ft/level -2 to save 30 min/level
    Impervious to Energy 20 BOM 113 6 Self or other by ritual None None 2 min/level
    Invisibility to Sensors 20 MA 15 6 Self or other by touch None Special 2 min/level Organics using tech can save vs magic to see using natural vision.
    Mask of Deceit 15 BOM 113 6 Self None -4 to save 10 min/level Facial features only, those not paying attention get no save.
    Power Bolt 20 BOM 113 6 1600' +100'/level None Dodge vs 20 Instant 5d6 M.D. +2 M.D./level.
    Tongues 12 BOM 114 6 Self or other by touch None None 3 min/level Speak and understand all languages at 98%
    Fly as the Eagle 25 BOM 115 7 Self, two by touch, or 100' None None 20 min/level 50 mph, +1 Parry, +2 Dodge +2 Damage diving attack.
    Invulnerability 25 BOM 116 7 Self or One Other by Touch None None 15 sec/level Impervious to Cold, Fire, Energy, Disease, Poisons, Toxins, Gases, and Drugs. 50 M.D.C. force field. +10 vs Magic, Psionics, HF
    Mental Shock 30 BOM 117 7 200' + 20'/level None -1 to save Special See description
    Mystic Invisibility 25 MA 17 7 Self None None 5 min/level Undetectable by psionics or magic. Includes Psi-Stalker/Dog boy or similar. No aura
    Second Sight 10 BOM 118 7 5 miles/level None None 30 sec Can not be detected. See target or send present activity. Can't be falsified. Mind Block will prevent.
    X-Ray Vision 25 HUGM 188 7 Self None None 30 sec/level Must concentrate to use. 1 round: 2' of wood/cloth/leather. 1' dirt/clay/stone. .5' metal. 2 rounds for double thickness
    Hallucination 30 BOM 121 8 3' None Standard 3 min/level Mental illusion vs 1 person. Mind Block adds +3 to save.
    Forcebonds 25 BOM 120 8 Touch None Special 30 min/level cast on S.D.C. restraints - See Description
    Invincible Armor 30 BOM 121 8 Self or One Other by Touch None None 3 min/level 25 M.D.C./level regenerate 1d6 M.D.C./melee. Complete Environmental Protection, 1/2 Damage from Energy
    Ley Line Tendril Bolts 13 RUE 215 8 10'/level None -2 to save 15 sec 2d6 M.D. + 1d6 M.D./2 levels. 4 blasts per attack, one per opponent. Max 2 per opponent if less than 4. Save for half damage. +20 M.D. for 13 P.P.E.
    Negate Magic 10 BOM 123 8 60' None Special Instant Save vs spell magic. See description for what is not affected
    Shadesword 22 PF12 80 8 Self None Standard 2 min/level 1d6 M.D./level. Failed Save vs Magic has culmulative -2 Strike/Parry for next melee each additional success extends duration 1 melee.
    Wisps of Confusion 40 BOM 126 8 90' None Standard 1.25 min/level Affects 2d4 beings, -5 S/P/D, -1/2 actions
    World Bizarre 40 BOM 126 8 200' 20' r/level Special 15 sec/level See description
    Illusion Manipulation 0 BOM 128 9 500' + 500'level 300 sq ft/level Simple Illusion -1/Elaborate Ilusion -4 30 min/level See description
    Ley Line Phantom 20 BOM 129 9 Self Only None nONE 5 min/level Only on ley line, can only be affect by magic/psionics, 2xSpd Flying, Ley Line Transmission at will
    Ley Line Time Flux 40 BOM 129 9 Self + 1 person/level None Standard 5 min/level Speed/Slow Time or Time Leap
    Dimensional Pocket 0 HU2 334 10 Self 1 small container N/A Special 1 hr/level or 6 mo/level. About 30 lbs can be stored.
    Illusory Forest 0 BOM 133 10 500' 3000 sq ft/level Simple Illusion -1/Elaborate Ilusion -4 20 min/level Only illusion of vegetation
    Magic Warrior 60 BOM 135 10 100' None Special 30 sec/level See description
    Metamorphosis: Superior 100 BOM 135 10 Self None None 20 min/level Transform into any living real creature. Has normal creature abilties and limitations, but not supernatural being abilities.
    Mystic Portal 20 BOM 135 10 20' 10' x 20' None 1 min/level Pass Through Walls 12'/level. Teleport 100'/level.
    Reality Flux 38 BOM 136 10 60' or 2 by touch None Only Rune/Biowizard get save vs magic 15 sec/level M.D.C. damage becomes S.D.C. damage
    Curse of the World Bizarre 100 BOM 140 11 50' None -1 to save 1d4 days/level On fail: -20% skills, -3 init, -25% spd, -1 apm, cannot distinguish real monsters
    Energy Sphere 120 BOM 140 11 100' None None 2 days/level 100 P.P.E./level
    Illusory Terrain 0 BOM 141 11 500' 3000 sq ft/level Simple Illusion -1/Elaborate Ilusion -4 30 min/level Any type of terrain or landscape
    Ley Line Storm Defense 90 BOM 141 11 None 10'/level N/A 10 min/level x10 area/duration on nexus, x100 on ley line triangle
    Rift Teleportation 100 RUE 222 11 100'/level Special Unwilling +3 1d4+4 sec 20 human-sized people/level can be transported
    Rift To Limbo 80 BOM 142 11 Nexus Only None None 1 hr/level 50 man-sized or equivalent/level
    Time Hole 105 BOM 146 12 Self 10' r/level None 4 hr/level 2 hr realtime = 24 hours in Time Hole.
    Talisman 500 BOM 150 13 Special Special Special Special No iron/plastic. No larger than 2' tall/wide. 1 spell/three times, or store 60 P.P.E.; recharge 50 P.P.E. plus cost of spell
    Id Barrier 600 BOM 151 14 200' + 100'/level HF 14 and vs Magic 3 min/level Save vs magic: -1 apm. Fail, face Apparition
    Dimensional Portal 1000 BOM 152 15 3' None None 30 sec/level Two way door
    Teleport: Superior 150 BOM 153 15 300 ml/level 10' r None Instant Self or others + 1000 lbs/level
    Ley Line Resurrection 1000 BOM 156 0 10' None None 15 min Caster loses 2d6 P.P.E. upon success. 40% chance of success (+10% on nexus)
    Warrior Horde 1100 BOM 159 0 100' None 30 sec/level 20 warriors/level. See description
    Last edited by Grant Latham on Mon May 01, 2017 8:49 am, edited 3 times in total.
    Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record

    Info
    H.P.: 49/49 • S.D.C.: 23/23 • P.P.E.: 207/207 • I.S.P.: 60/60 • Running: 80'/action

    Constant Special Abilities
    • Sense Ley Line: 64% | 50mi • Sense Ley Line Nexus: 74% • Sense a Rift: Automatic | 90mi • Sense Magic in Use: 500'

    Equipped Gear of Note
    MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
    6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
    User avatar
    Grant Latham
    Diamond Level Patron
    Diamond Level Patron
     
    Posts: 247
    Joined: Mon Jun 29, 2015 5:25 pm
    Location: Heroes For Hire - PC

    Re: Grant Latham (Ley Line Rifter > Lord Magi)

    Postby Grant Latham » Mon May 01, 2017 1:21 pm

    Ley Ley Rifter (R:UE p116) to Lord Magi (FOM p77) Conversion

    Dual OCC rules: http://www.explorersunlimited.com/eu/viewtopic.php?f=14&t=4619#p138524

    Initial Stats:

    IQ 28
    ME 13
    MA 17
    PS 14
    PP 13
    PE 21
    PB 14
    Spd 25

    LLR Bonuses

    +2 Physical Stat (Increased PE)
    +5 Horror Factor
    +3 Possession
    +2 Mind Control
    +2 Curses
    +1 Magic 3, 6, 9, 11, 14
    +1 Spell Strength @ levels 3, 7, 10, 13
    +2 Perception +1 @ levels 2, 5, 7, 10, 13

    LM Bonuses

    +2 PS
    +1 PE (Not applied, less than LLW)
    +1 MA
    +2 ME
    +1d4 Spd
    +5% Coma/Death
    Fatigues at half normal rate
    Hold Breath 3 minutes
    +5% balance and coordination
    +1 APM @ levels 5, 10, 15
    +2 initiative
    +2 Strike/Parry
    +3 Pull Punch
    +1 Roll with Impact
    Spells, psionic attacks, drugs, and disease that cause confusion, dizziness, or dull the senses are half as effective (penalties and duration)
    +1 Mind Control @ levels 1, 3, 6, 9, 12, 15
    +1 Horror Factor @ levels 2, 4, 6, 8, 10, 12, 14
    +1 Spell Strength @ levels 3, 6, 9, 12
    +1 Magic @ levels 2, 5, 9, 13
    +2 Illusions
    +1 @ levels 2, 5, 7, 10, 13 Perception


    LLR Skills
    O.C.C. Skills -- Current % | Per Level | LLR OCC Bonus | LM OCC Bonus | Status
    Language: American -- 116% |(+1%) | default 98% | +30% | ACTIVE
    Language: Dragonese/Elf -- 96% | (+3%) | +20% | None | FROZEN
    Language: Demongogian -- 96% | (+3%) | +20% | None | FROZEN
    Climbing/Rappelling -- 77/67% | (+5%) | +5% | None | FROZEN
    Math: Basic -- 89% | (+5%) | +10% | +20% | ACTIVE
    Land Navigation -- 70% | (+4%) | +4% | +6% | ACTIVE
    Wilderness Survival -- 74% | (+5%) | +10% | None| FROZEN
    Pilot: Hovercraft -- 89% | (+5%) | +5% | None | FROZEN
    Lore: Demons & Monsters -- North America -- 79% | (+5%) | +15% | +15% | ACTIVE
    Lore: Demons & Monsters -- Europe -- 74% | (+5%) | +10% | +15% | ACTIVE
    Lore: Faeries & Creatures of Magic -- 69% | (+5%) | +10% | +15% | ACTIVE
    Lore: Magic -- General Knowledge 69% | (+5%) | +10% | +15% | ACTIVE
    Recognize Magic Circles, Runes, Etc. -- 59% |(+5%) | +10% | +15% | ACTIVE
    Enchantment -- 50% |(+4%) | +10% | +15% | ACTIVE
    Lore: D-Bee -- 69% | (+5%) | +10% | +15% | ACTIVE
    Hand to Hand: Basic | * |* |* | ACTIVE

    O.C.C. Related Skills (+1 skill @ 6, 9, 12) -- Current % | Per Level | LLR OCC Bonus | LM OCC Bonus | Status
    Appraise Goods (Professional) -- 83% |(+5%) | +5% | None |FROZEN
    Specialization: Magic Items
    Computer Operation: -- 79% | (+5%) | +5% | +10% | ACTIVE
    Intelligence -- 67% | (+4%) | +5% | None | FROZEN
    Literacy: American -- 74% | (+5%) | +5% | +3% | ACTIVE
    Research -- 79% | (+5%) | +5% | None | FROZEN
    Radio Basic -- 79% | (+5%) | None | None | FROZEN
    Streetwise -- 50% |(+4%) | None | +10% | ACTIVE
    Find Contraband [Learned @ 3rd level] -- 48% | (+4%) | None | +10% | ACTIVE

    Secondary Skills (+1 skill @ 8, 12) -- Current % | Per Level | LLR OCC Bonus | LM OCC Bonus | Status
    Athletics General | * |* |* | ACTIVE
    Cooking [Learned @LLR 4th Level] -- 54% | (+5%) | None | None | ACTIVE
    Navigation -- 76% | (+5%) | None | None | ACTIVE
    Running | None | None | ACTIVE
    Sensory Equipment -- 64% | (+5%) | None | None | ACTIVE
    W.P. Energy Pistol -- +3 Strike +1 @ 7, 9, 11, 13, 15 | * |* |* | ACTIVE
    W.P. Sub-Machine Gun -- +2 Strike +1 @ 6, 9, 12, 15 | * |* |* | ACTIVE

    LM Skills

    OCC Skills
    All Lore +15% (Assuming Australian Lores not appropriate)
    American Indians 25% (+5%)
    Cattle and Animals 30% (+5%)
    Juicers 30% (+5%)
    Psychics & Psionics 25% (+5%)
    Geomancy & Ley Line 30% (+5%)
    Vampires 20% (+5%)
    Lore: Demons & Monsters 30% (+5%)
    Lore: Faeries & Creatures of Magic 25% (+5%)
    Lore: D:Bee 25% (+5%)
    Lore: Magic 25% (+5%) / 15% (+5%) / 10% (+4%)
    Speak and Literate in American 88%/40% (+1%/+5%) +30%
    Speak and Literate in 2 other languages 50%/30% (+3%/+5%) +20%
    Japanese
    Spanish

    Math: Basic 45% (+5%) +20%
    Math: Advanced 45% (+5%) +20%
    Law 35% (+5%) +10%
    Interrogation (+5%) +10%
    Land Navigation 36% (+4%) +6%
    Computer Operation 40% (+5%) +10%
    History: Pre-Rifts 32%/24% (+4%) +10%
    History: Post-Apocolypse 35/30% (+5%) +10%
    Find Contraband, Weapons, & Cybernetics 26% (+4%) +10%
    Streetwise 20% (+4%) + 10%
    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.
    Staff +1 to strike at levels 1, 3, 7, 10, and 13. +1 to parry at levels, 2, 5, 8, 11, and 14. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.
    HTH: Basic

    4 OCC Related (divide by 2), +1 skill at 3, 6, 9, 12
    Pilot Robots and Power Armor 56% (+3%) +5% (for the day Grant buys/steals/obtains a suit of Warlock Combat Armor - a guy can dream!)
    Mecha Combat Elite: Ground Power Armor

    No Secondary Skills at 1st level, +2 skills at 3, 6, 9, 12

    Stats Post Conversion

    IQ 28
    ME 15
    MA 18
    PS 16
    PP 13
    PE 21
    PB 14
    Spd 25 +1d4 = 3

    Stats Post Conversion/Post Ninjitsu/Tai-Jutsu

    IQ 28
    ME 15
    MA 20
    PS 17
    PP 14
    PE 22
    PB 14
    Spd 32

    Lord Magi Level 1 HP: 1d6 = 2
    Lord Magi Level 2 HP: 1d6 = 6

    Lord Magi Level 1 PPE: 3d6 = 14
    Lord Magi Level 1 PPE: 3d6 = 12

    Lord Magi Level 1 ISP: 1d6+1 = 5
    Lord Magi Level 2 ISP: 1d6+1 = 6

    Lord Magi Level 2 spells: 1d6+4 = 7


    Lord Magi Level 3 HP: 1d6 = 2
    Lord Magi Level 4 HP: 1d6 = 5

    Lord Magi Level 3 PPE: 3d6 = 9
    Lord Magi Level 4 PPE: 3d6 = 13

    Lord Magi Level 3 ISP: 1d6+1 = 5
    Lord Magi Level 4 ISP: 1d6+1 = 3

    Lord Magi Level 4 Increase Base PPE 6d6+20 = 38

    Lord Magi Level 3 Spells: 1d4+4 = 8
    Lord Magi Level 4 Spells 1d4+3 = 6
    Last edited by Grant Latham on Fri Jun 02, 2017 6:59 pm, edited 1 time in total.
    Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record

    Info
    H.P.: 49/49 • S.D.C.: 23/23 • P.P.E.: 207/207 • I.S.P.: 60/60 • Running: 80'/action

    Constant Special Abilities
    • Sense Ley Line: 64% | 50mi • Sense Ley Line Nexus: 74% • Sense a Rift: Automatic | 90mi • Sense Magic in Use: 500'

    Equipped Gear of Note
    MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
    6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
    User avatar
    Grant Latham
    Diamond Level Patron
    Diamond Level Patron
     
    Posts: 247
    Joined: Mon Jun 29, 2015 5:25 pm
    Location: Heroes For Hire - PC

    Re: Grant Latham (Ley Line Rifter)

    Postby Grant Latham » Thu Jun 01, 2017 12:39 am

    EPIC EQUIPMENT -WIP

    Carried/In Hand (left leg holster)
    HI-10 Laser Pistol
    • Range: 1000'
    • Damage: 3D6+3 M.D.
    • Rate of Fire: Single shots only
    • Payload: 15 blasts
    • Weight: 4 lbs.
    • Cost: 18,000 credits UTC


    Armor/Worn on Person
    Armored Custom-Made Suit

    Image
    Old Image: http://www.culturedcowboy.com/wahmaker/ ... ilante.jpg
    Weight: 12 lbs.
    Mobility: Good; -2% to movement skills
    A.R.: 19
    M.D.C.: 26


    Classy Overcoat
    Image
    M.D.C. by Location
      • Arms: 8 each
      • Legs: 12 each
      • Main Body : 28
      Modifiers: -5% to all physical skills



    Tinted Goggles
    Air Filter and Gas Mask
    Survival Knife (Left Boot Sheath)

    Wilk's PRC-5 Secure Walkie-Talkie
    Image
    Description
    An enhanced walkie-talkie personal radio communications (PRC) system with a special cryptographic package. The unit
    provides 15 channels, all of which have a secure capability as well as normal scrambling and unscrambled features. For secure communications, a special cryptographic program is loaded into the radio using a standard Wilk's 3000 (or other handheld) computer. Once this program is loaded into the radio, only other radios with the same program are capable of receiving its transmissions.
    • Weight: 1lb
    • M.D.C.: 2
    • Range: 10 miles (16km)
    • Battery Life: A rechargeable battery provides 96 hours of
    continuous operation before needing to be recharged. Security
    Note: Due to the sophisticated scrambler program, the cryptography
    skill has a penalty of -25% to crack the system's secure
    communications feature.
    • Microphone and comfortable earpiece headgear for hands-free communications.


    Shoulder Bag
    • Dimensional Pocket
      Energy Sphere 1: 600 P.P.E.
      Energy Sphere 2: 600 P.P.E.
      MP-6 Firebolt Pistol
      Image
      • Range: 800'
      • Damage: 1d6 from the TK impact, +2d6 M.D. from the fireball
      • Rate of Fire: Single shots only
      • Payload: 10 blasts
      • Recharge Cost: 15 P.P.E. or 30 I.S.P.
      • Bonus: +1 to strike on aimed shots
      • Weight: 4 lbs.
      • Cost: 46,000 credits

      2 Clips SDC ammo, 2 Clip Silver SDC ammo
      PH-21 Phase Beamer
      • Range: 400'
      • Damage: 3D6 S.D.C. or 4D6 M.D.
      • Rate of Fire: Single shots only
      • Payload: 10 blasts
      • Weight: 4 lbs.
      • Cost: 50,000 credits UTC

      3 PH-21 E-Clips

    Utility Belt

    Flashlight
    Tri-Dee Camera and viewer with panoramic lens, and enough memory for 1000s of pictures in a 2 M.D.C. waterproof case
    Portable Computer for storing notes, and inertial navigation software in a 2 M.D.C. waterproof case
    Physical Map of North America with known cities and ley lines in a 2 M.D.C. waterproof case. (Back up copies of maps and pictures stored in safe deposit box in MercTown.)
    Cross
    VibroKnife
    VibroSabre
    3 HI-10 E-Clips

    Alien Sub-Machine Gun (on Lanyard)
    Image
    • Range: 600'
    • S.D.C. Damage: 2D6 | 6d6+3 (5 Round Burst)
    • M.D.C. Damage: 1D4 | 4D4 (5 Round Burst)
    • Rate of Fire: Single Shot or Burst
    • Payload: 30 Round Clip | 90 Round Drum
    • Modifiers: +1 to Strike
    • Notes: 2 Clips of SDC Ammo, 2 Clips of Silver SDC Ammo, 1 Drum of MD Ammo. Ammo is 10mm Case-less, clips are on Utility belt


    Credits/Valuables:
    Secure Universal Card: 1000 credits in wallet
    Non-Secure Universal Card: 1x1,760 (Zoe 4-21-17), 2 x 2000 credits; 1 in utility belt, 1 in back pack
    Non-Secure Black Card: 8,500 credits; 1 in right boot. [Updated by Xy 07/15/19]

    Un Allocated

    Celestial Medal
    Image
    Description
    Comprising of a medal and two lapel pins, the Celestial Medal is awarded by the City of Houstown to those who have shown outstanding courage in the face of personal harm to save the lives Houstowners and great aid to the City in dire need. Grants an honorary membership in the Celestial society. Known members are given at least a 10% discount in most of Houstown and by many who have been similarly awarded who travel the world. Anyone familiar with the award will generally react well to the character displaying the star.
    Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record

    Info
    H.P.: 49/49 • S.D.C.: 23/23 • P.P.E.: 207/207 • I.S.P.: 60/60 • Running: 80'/action

    Constant Special Abilities
    • Sense Ley Line: 64% | 50mi • Sense Ley Line Nexus: 74% • Sense a Rift: Automatic | 90mi • Sense Magic in Use: 500'

    Equipped Gear of Note
    MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
    6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
    User avatar
    Grant Latham
    Diamond Level Patron
    Diamond Level Patron
     
    Posts: 247
    Joined: Mon Jun 29, 2015 5:25 pm
    Location: Heroes For Hire - PC

    Re: Grant Latham (Ley Line Rifter/Lord Magi) LEVEL UP!!

    Postby Dime Store Magic » Wed Oct 04, 2017 1:30 pm

    LM Level 5 Rolls:

    H.P.: 1d6 = 2
    I.S.P.: 1d6+1 = 7
    P.P.E.: 3d6 = 12
    Spells: 1d4+2 = 4 from levels 3 to 8
    Immune to possession
    +1 APM
    +1 Save vs Magic
    Standard Skill Increases

    Spells:
    Forcebands
    Wisps of Confusion
    Invincible Armor
    Shadow Blade

    LM Level 6 Rolls

    H.P.: 1d6 = 2
    I.S.P.: 1d6+1 = 3
    P.P.E.: 3d6 = 7
    Spells: 1 spell from levels 8 to 10 or 2 spells from 3 to 7
    Increase life span: age 1 year for every 5
    +1 Spell Strength
    +1 Mind Control
    +1 OCC Related Skill: WP Heavy MD Energy Weapons
    +2 Secondary Skills: Horsemanship Exotic Animals, Wardrobe and Grooming
    Standard skill increases

    Spell: Metamorphosis: Superior

    EP purchased Ninjitsu/Tai-Jutsu
    Level 10: +1 APM, +2 Pull Punch
    Level 11: Double existing P.P.E. (267 +12+ 7) * 2 = 572 (max: 1716)
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    Dime Store Magic
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    Posts: 425
    Joined: Thu Dec 18, 2014 9:09 am


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