Jerrick Vincent - Human Mystic - Work in Progress

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Jerrick Vincent
Posts: 4
Joined: Mon May 09, 2022 6:09 am

Jerrick Vincent - Human Mystic - Work in Progress

Post by Jerrick Vincent »

Player Name: Chris C.
G-Mail: csc2551@gmail.com
Discord: Hull (Grievus)#9679
Link to Ledger: u

Character Name: Jerrick Vincent
Alias:
Race: Human
O.C.C.: Mystic
Alignment: Scrupulous
XP Level: 3
XP Points: 8,251
Next Level @ XP: 16,500
Sentiments/Non-Humans: As long as they are cool he is cool.
Sentiments/Coalition: Despises the world they created but doesn’t necessarily want to tear it down.
Disposition: Nice guy, friendly, courteous and hospitable.
Insanity:
► Show Spoiler
ATTRIBUTES
I.Q.: 13
M.E.: 13
M.A.: 13
P.S.: 11
P.P.: 12
P.E.: 21
P.B.: 12
Speed: 10

PHYSICAL DATA
P.P.E.: 51
I.S.P.: 41
H.P.: 31
S.D.C.: 27
M.D.C.:
Age: 24
Sex: Male
Height: 6'
Weight: 150 lbs
Description: High cheekbones and raven black hair shows him to be of Native American Heritage an unknown number of generations back. Skin is very pale.

Natural Abilities
Perception: 21%
Charm/Impress: 10%
Invoke Trust/Intimidate: 30%
Max. Encumbrance: 110 lbs
Max. Carrying Weight: 110 lbs
Max. Lifting Weight: 220 lbs
Max. Jumping Ability: 5 ft.

PSIONICS
Major
Sense Supernatural Evil
The mystic is keenly aware of the world around him, thus, he or she will feel or sense any major disturbances nearby. One such disturbance is the presence of supernatural evil. All supernatural beings radiate their alignment. Most are evil. The mystic can feel that evil like an icy chill cutting through him. The sensation is unmistakable, costs no I.S.P., and is automatic, meaning that the character does not have to concentrate or focus himself to sense evil. The evil essence will just wash over the character, warning him like an alarm. The sensation is very general, alerting the mystic to the presence of supernatural evil, but not specific data. For example, the mystic will know that a supernatural being is in the area, but not its exact location. However, he will know whether the being is near or far, a horrible evil or lesser evil. Range: 300 feet (91 m) plus 10 feet per each additional level of experience. Along these same lines, the mystic can sense when a person is possessed by a supernatural force, and recognize magic enchantment. Base Ability: 60%
Opening Oneself to the Supernatural
The mystic can also open himself to the supernatural, with dramatic effects. The mage can become a medium through which entities and other forces can temporarily communicate to speak to others. The character is also receptive to all forms of telepathic and empathic communication, including +10% to receive a Ley Line Transmission when in the "opened" state. An open state trance requires that the mystic focus all his thoughts and essence on becoming one with the supernatural energies. In this state, the mystic can not speak or take any action. He simply sits motionless, like a statue. While in the trance, the character becomes completely invisible to all psionic probes sort of a cosmic mind blank) and even becomes invisible to those around him as he seems to physically melt into the environment. One might think of this as 85 a psychic prowl or magic chameleon, only the mystic does not move. Success ratio for invisibility is 60% each additional level of experience. Even if detected, the character is + 8 to save versus psionic attack and +4 to save versus magic attacks, while in the trance state.
Clairvoyance
Range: Self (although the image could pertain to people or places
thousands of miles away.
Duration: 6D6 Melees
I.S.P.: 4
Base Skill: 62%
This allows the psychic to see or feel glimpses of the possible future. This is achieved through meditation or intense concentration in which the clairvoyant thinks about a particular person, event or place. Add + 5% to the base skill if the person involved is a friend or loved one. Clairvoyance is unpredictable and can not be turned on and off like a light bulb. Sometimes it works (if the roll is under the base skill) and sometimes it does not (when the roll is above the base skill). A failed roll means the psychic received no insight to the future. A clairvoyant trance can be attempted as often as twice every day. The message can be a sudden feeling that somebody is in need (". . . something's wrong. It's . . . it's . . . Janet! I've got to see her!") or, more often, a sudden flash of insight, a sudden image that races through the mind. The image is like a brief snippet of film from a movie or a dream. Often all the details are not clear, but the potential danger is.
Exorcism
Range: Immediate area, touch or within 8ft (2.4m).
Duration: Instant, if successful.
Length of Trance: 30 minutes of preparation and 6D6 minutes with the possessed person or animal. Note: can only exorcise the living.
I.S.P.: 10
The healer can perform a rite of exorcism that uses psychic energy to expel the loathsome being from its mortal, host body. A completely successful exorcism will free the victim of the supernatural force that controls him and send it back to its own non-earthly world. A partially successful exorcism will drive the evil force out of the possessed person or animal, but does not send the damnable thing back to its own
dimension. Thus, it can try to possess the healer or flee to wander the Earth in search of new victims. An exorcism can only be used on living persons or animals whose bodies are inhabited by a supernatural entity or creature. Roll to determine success for an exorcism at the end of the time period. First, roll to see if the being has been expelled from its victim's body. Success ratio: 28% + 7% per each additional level of experience. Second, roll to see if the thing is forced back into its own dimension. Success Ratio: 21%+ 7% per each additional level of experience. A failed roll means the creature can remain in our dimension, but it must leave the area and can not possess the same individual for at least six months. Note: The chance of a successful exorcism on a nega-psychic is reduced by half, as is the success ratio for sending the being back to its own dimension. The same is true of some of the more powerful supernatural beings.
Sixth Sense
Range: 90ft/27.4m
Duration: Until the danger passes or happens.
I.S.P.: 2
Savings Throw: None
The sixth sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90ft). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he will know is that something life threatening will happen within the next 60 seconds (4 melees)! The sixth sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, loved one, etc.). The sixth sense is only triggered by an unexpected, life threatening event which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the sixth sense is temporarily rendered inoperative.
Bonuses:
The sudden flash of insight provides the following bonuses. All bonuses apply only to the initial melee when the attack occurs.
+ 6 on initiative roll
+ 2 to parry
+ 3 to dodge
The character can not be surprised by a sneak attack from behind.
Psychometry (Object Read)
Range: Touch
Duration: Varies; usually about 2D6 minutes.
I.S.P.: 6
Savings Throw: None
Base Skill: Impressions: 60%. Images: 52%. Present: 42%.
This uncanny ability enables the psychic sensitive to receive impressions and images from an object regarding its use, history and last owner. This is done by holding the object and concentrating on a specific line of thought or opening up to general impression (the latter is always more vague and random). Just as a psychic must open himself to sense evil or magic, he must open himself to the object. If successful, he will receive impressions and/or images revealing bits of information.
Mind Block
Range: Self
Duration: 10 minutes per level of experience.
I.S.P.: 4 (per each duration period)
This is the ability to completely close or block oneself from all psychic/mental emanations. When intentionally closed to supernatural or psychic forces the character can not sense anything, can not use psychic abilities, nor be influenced by others. A mind block will prevent penetration of telepathy, empathy, hypnotic suggestion, and empathic transfer. It can be an invaluable protective mask when dealing with malevolent psychic forces. Adds a bonus of + 1 to save vs all psychic and mental attacks.
Telepathy
Range: Read surface thoughts up to 60ft/18.3m away or two-way
telepathic communication — 140ft/32.7m.
Duration: 2 minutes per level of experience.
I.S.P.: 4
Savings Throw: Conditional. When a person suspects that he is being telepathically probed he can resist, getting the standard savings throw. Mind blocks will completely prevent telepathic probes or communications as long as the block is up.
Healing Touch
Range: Touch.
Duration: Instant, with lasting effects.
Length of Trance: Two minutes (8 melee rounds).
I.S.P.: 6
The healing touch is a remarkable healing ability that can instantly heal cuts, burns, bruises and similar physical wounds. The touch restores 1D8 hit points or 2D6 S.D.C. The healing touch can only be used on other living creatures, never on himself.
Psychic Surgery
Range: Touch
Duration: Varies with injury.
Length of Trance: 2D6 minutes of preparatory meditation, plus the
duration of the surgery (which is half the time of conventional modern
medicine).
I.S.P.: 14
Psychic surgery is used to repair broken bones, internal injuries, the removal of foreign objects (bullets, etc.), or when a character has suffered so much damage that he or she has lapsed into a coma (zero or less hit points). The recovery from a coma (near death) is equal to treatment from a hospital, 1-66%, when psychic surgery is used. Note that there is absolutely no scarring from psychic surgery and minimal pain (no pain if the deaden pain psi-ability is used). No tools are needed, only the psychic's hands. Note: A psychic diagnosis must be made before surgery is possible.
MAGIC
Spell Strength: 12
Blinding Flash
Range: 10ft (3m) radius; up to 60ft (18.3m) away.
Duration: Instant
Saving Throw: Standard
P.P.E.: One
This invocation creates a sudden burst of intense, white light, temporarily blinding everyone in its ten foot radius (3m). Victims are blinded for one to four melees, a penalty of — 5 to strike, and — 10 to parry and dodge. The chance of falling is 50% every 10ft (3m). The magic can be cast up to 60ft (18.3m) away. Saving throw is standard; those who successfully save vs magic are not blinded. Note: Does not effect bionic or cybernetic eyes.
Globe of Daylight
Range: Near self or up to 30ft (9.1m) away.
Duration: 12 melees (3 minutes) per level of experience. Saving Throw: None
P.P.E.: Two
A small globe or sphere of true daylight is magically created. The light is bright enough to light up a 12ft (3.6m) area per each level of its creator's experience. Because it is daylight, it can ward off most vampires, keeping them at bay just beyond the edge of light. The creator of the globe can mentally move it along with himself, or send it up to thirty feet (9.1m) ahead. The maximum speed at which the globe can travel is equal to a speed attribute of 12.
See the Invisible
Range: 200ft (61m)
Duration: 1 minute (4 melees) per each level of experience.
Saving Throw: None
P.P.E.: Four
The character can see forces, objects and creatures which can turn invisible or are naturally invisible. Even if the creature has no form per se, the mystic will be able to discern the vaporous image or energy sphere which is the being. This includes: ghosts, entities and the astral body
Befuddle
Range: 100ft (30.5m)
Duration: 2 minutes (8 melees) per level of experience.
Saving Throw: Standard
P.P.E.: Six
An enchantment that temporarily causes its victim to become confused and disoriented. Concentration and reactions are impaired. Those affected are — 2 to strike, parry and dodge; attacks per melee are reduced by one-half and all skills suffer a penalty of —20%. Each invocation affects only one person each time it is cast. A successful save vs magic means the intended victim suffers no impairment
Extinguish Fire
Range: 20ft (6.1m) area, up to 80ft away.
Duration: 1 minute (4 melees) per level of experience.
Saving Throw: None
P.P.E.: Four
The mage can instantly put out up to a 20ft (6.1m) area of fire 80ft away (24.4m). A total of 40ft (12.2m) can be extinguished every 15 seconds (one melee).
Turn Undead
Range: Up to 60ft (18.3m) away
Duration: Instant effect.
Saving Throw: Standard
P.P.E.: Six
The utterance of this magic will turn/repel 1D6 animated dead per level of experience. This means that those creatures affected will turn and immediately leave the area without harming the spell caster or anyone near him. The dead turned will not come back for 24 hours. This magic only affects "animated" dead, and skeletons or corpses that are magically animated like marionettes, but will not affect vampires, zombies, or any corpse or skeleton possessed by a living entity
Armor of Ithan
Range: Self or Other
Duration: 4 melees per level of the spell caster Savings Throw: None
P.P.E.: Ten
This powerful spell creates an invisible, weightless, noiseless, full suit of mystic armor instantly upon the spell caster. Named after the magic armor of the dwarf king Ithan, this mystic armor has a M.D.C. of 10 per level of experience. Magic, fire, lightning, and cold do one-half damage.
Energy Bolt
Range: 150ft (45.7m)
Duration: Instantly
Damage: 4D6 S.D.C.
Saving Throw: Dodge of an 18 or higher. P.P.E.: Five
The incantation creates an energy bolt that the mage can mentally direct by simply looking at his intended target. The bolt may appear to fire from a hand or finger or the eyes, but needs no physical gesture, such as pointing. S.D.C. damage is normally four six-sided dice (4D6), but is increased to 6D6 under the influence of a ley line and 8D6 at a ley line nexus; P.P.E. cost is still only five despite the increased damage capability. One energy bolt can be fired at one target per each spell invocation.
Negate Poison/Toxin
Range: Self or by touch.
Duration: Instant
Saving Throw: None
P.P.E.: Five
The arcanist can magically turn a poisonous substance inert, rendering it harmless. The magic can also be used to instantly negate poison in the bloodstream preventing further damage by the foul substance. How- ever, any damage caused by the poison before the magic is used can not be reversed.
Telekinesis
Range: 60ft (18.3m)
Duration: 1 minute (4 melees) per level of experience. Saving Throw: Dodge
P.P.E.: Eight
The telekinesis invocation temporarily empowers the spell caster with the psychic ability to move objects with thought. This power can be used to move or hurl objects, bring them to him, open doors, flick switches, press buttons, and so on.
Rules and Limitations:
• Maximum Total Weight: 60 pounds (27kg).
• Attacks Per Melee: Equal to the number of hand to hand attacks per melee that the character may have.
• Bonuses to Strike: + 3 with telekinesis; physical and skill bonuses to strike do not apply when telekinesis is used.
• Bonuses to Parry: +4; physical and skill bonuses to parry do not apply to telekinesis.
• Damage from Hurled Objects:
Small: 6 ounces (0.2kg) to 1 lb (0.45kg) — 1D4 Small: 1 1/2 to 2 1/2 lbs — 1D6
Medium: 3 to 4 1/2 lbs — 2D4
Medium: 5 to 10 lbs — 3D4
Large: 11 to 25 lbs — 3D6
Large & Heavy: 26 to 601bs — 4D6
Add 1D6 for each additional 201bs of weight.
• Object being manipulated must be visible.
• Telekinesis can be combined with hand to hand combat, but does not add extra attacks per melee.
• Influence from ley line energy doubles the amount of weight and range possible.
• Ley line nexus energy triples the amount of weight and range.
Energy Field
Range: Self or others up to 60ft (18.3m) distance.
Duration: One minute (4 melees) per level of experience or until it is destroyed.
Saving Throw: None
P.P.E.: Ten
The magic creates a protective field of energy around the mystic, others, or an object. The maximum area of protection is about 8ft (2.4m), which means it can protect a small roomful of people (about 6 to 8 individuals). The energy field appears as a semitransparent wall or bubble that shimmers with a blue-white light. The field normally provides a total protection of 60 M.D.C., but is doubled at ley lines and tripled at ley line nexuses. Armor Rating is 4.
Fire Bolt
Range: 100ft (30.5m) plus 5ft (1.5m) per level of experience. Duration: Instant
Damage: 4D6 M.D.C.
Saving Throw: Dodge
P.P.E.: Seven
Like the energy bolt, the mage can create and direct a bolt of fire. Bonus to strike is +4. Damage is normally 4D6 M.D.C., or 1D6 x 10 S.D.C. (the mage can adjust the damage).
Seal
Range: 100ft (30.5m)
Duration: Two minutes (8 melees) per level of experience. Saving Throw: None
P.P.E.: Seven
The mage can magically prevent any inanimate object from being opened. The mystic can seal shut a door, gate, window, drawer, lid, and so on. There is no sign of force, the lock can be unlatched, but the door, or whatever, will not yield/open regardless of the character's physical strength. The only way to get in or out or open is to smash or chop through the obstacle. At early levels, the mystic can only seal one item per incantation. However, at fourth level of experience and beyond, the arcanist can seal every door, window and enclosure within an 100ft area (that can be an entire 50 to 80 foot house up to 3 stories high).
O.C.C. Skills
Language: American 90% (+1%)
Language: Spanish 71% (+3%)
Language: Dragonese/Elven 71% (+3%)
Play Musical Instrument: Guitar 55% (+5%)
Play Musical Instrument: Piano 55% (+5%)
Dance 55% (+5%)
Horsemanship: General 58%/38% (+4%)
Wilderness Survival 55% (+5%)

O.C.C. Related Skills
Anthropology 40% (+5%)
Archaeology 40%/30% (+5%)
Lore: Demons & Monsters 40% (+5%)
Lore: Faeries & Creatures of Magic 35% (+5%)
HTH: Basic

Secondary Skills
Identify Plants & Fruit 35% (+5%)
Land Navigation 44% (+4%)
Body Building and Weight Lifting
Running

Combat Data
HTH Type: Basic
Number of Attacks: 2
Initiative Bonus: 0
Strike Bonus: 0
Parry Bonus: +2
Dodge Bonus: +2
Auto-Dodge Bonus: 0
HTH Damage Bonus: Kick does 1D6
Bonus to Roll w/Punch: +2
Bonus to Pull a Punch: 0
Bonus to Disarm: --

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
W.P.: Automatic Pistol
W.P.: Sword +2 to Strike, +2 to Parry

Saving Throw Bonuses
Coma/Death: +14%
Magic (varies): +5
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+): +0
Psionics (12+): +0
Horror Factor (varies): +2
Last edited by Jerrick Vincent on Thu May 12, 2022 7:55 pm, edited 100 times in total.
Jerrick Vincent
Posts: 4
Joined: Mon May 09, 2022 6:09 am

Re: Jerrick Vincent - Human Mystic - Work in Progress

Post by Jerrick Vincent »

Instructions:
  • Items which have stats have their name in bold type.
  • Items which have stats or images are fully listed under Gear Stats.
  • As such, there should be no stats or images above the Gear Stats header.
Equipment

TW Shard Pistol
Vibro-Sword
Mage Armor, Enhanced
Secure Universal Card: 4000 credits
Non-Secure Black Card: 8000 credits

Allocate your items into the categories listed in green!

Vehicles/Mounts are listed first.

Carried/In Hand

Worn on Person
Set of Traveling Clothes
Hooded Cloak
Sunglasses

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: Canteen
• Attachment: P.P.E. Clip (spare)
• Attachment: P.P.E. Clip (spare)
• Attachment:

Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Set of Clothing
• Space: Knapsack
• Space: Six Wooden Stakes
• Space: Mallet
• Space: Air Filter Gas Mask
• Space: Binoculars
• Space:
• Space:
• Space:
• Space:

Stored in Vehicle
Guitar

Gear Stats
OOC Comments
Mage Armor, Enhanced
Image
M.D.C. by Location:
  • Helm: 50
  • Arms: 25 each
  • Legs: 45 each
  • Main Body: 90

Weight: 22 lbs.
Modifiers: -5% to physical skills
Features:
  • 1st TW Feature:
  • 2nd TW Feature:
  • 3rd TW Feature:

Book Reference: p.17, Rifter 22


Vibro-Sword
Image
  • Damage: 3D6 M.D.
  • Payload: 1 E-Clip will last for approximately 1 hour of use
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.259, R:UE


TW Shard Pistol
Image
  • Range: 700'
  • Damage: 3D4 M.D. per shot or 4d6 M.D. per burst
  • Rate of Fire: Single shots or 3-shot bursts only
  • Payload: 12 shots per P.P.E. Clip
  • Weight: 2.5 lbs.
  • Features: None
  • Modifiers: None
TW Characteristics:
  • Nothing listed
  • Book Reference: p.113, FoM
Last edited by Jerrick Vincent on Thu May 12, 2022 12:09 pm, edited 17 times in total.
Jerrick Vincent
Posts: 4
Joined: Mon May 09, 2022 6:09 am

Re: Jerrick Vincent - Human Mystic - Work in Progress

Post by Jerrick Vincent »

Background Story
  • Post as a reply to your finalized character sheet.
  • Please include the applicable XP chart for your character at the bottom of this post.
  • Address the questions in this video, and your background is likely to be very solid.
  • Where were you born & what follows from that?
    I was born to a middle class family in the city Dweomar in the Federation of Magic.
  • Who are/were your parents & what follows from that?
    My father, Palmer Vincent, is a member of the Constabulary, and my mother Kyri Vincent is Shopkeep for a renowned Apothecary, Mordan Fel. I am one of three kids. Both my brother Paulson Vincent and Drucilla Vincent are Ley Line Walkers. Only I inherited my mother’s Psionic ability. I have not been home in 2 years. I am a black sheep. The only one I occasionally contact is my mother. My father and siblings see me as a flake with a serious case of laziness and wanderlust. They have no respect for my Music or my degrees in Archeology and Anthropology with Emphasis in the history and lore of magic items and creatures.
  • Are your parents still alive & what follows from that?
    Yes. Although my father could care less about wht he calls my stupid “choices.” If only I had committed to my studies in magic I could could of made something of my self. Prick.
  • What were you doing before you started adventuring & what follows from that?
    I completed my degrees in Anthropology and Archeology. I ha be always been fascinated with magical creatures and items. I am also fascinated with their role with the history of magic.
  • Why did you leave & what follows from that?
    I left because I didn’t feel I could do what I set out to do and there was too much pressure to conform to the life my father wanted for me. MercTown offered adventure and adventure offered the chance to explore the world and find lost items and creatures.
  • What did you leave behind & what follows from that?
    I left behind my family. Although they were a PITA, they were home and comfortable. I miss having people. I have tried to fill that hole. The Weird Sisters in the Mystic Quarter have been decent friends. Feeding me on occasion and just providing connection. I hung out in their shop a lot when I first got to MercTown. It reminds me of the shop my mom keeps. I grew up there and there is comfort in the familiarity the shop gave me. I also have become friendly with the folks at the the Sphinx and Unicorn Tavern. On Weekends I occasionally play small concerts on my Guitar for extra cash when needed between jobs. I eat there a lot and the Bouncer Little T is a drinking buddy. These are the closest people he has to family in MercTown.
  • What do you want & what follows from that?
    Ultimately I want to explore the world. I am in MercTown looking for Adventure to fulfill my passion for finding magical items and studying them. I also write music about my adventures and people he meets, playing it at the Sphinx and Unicorn.
Mystic XP Table
1. 0,000-2,050
2. 2,051-4,100
3. 4,101-8,250 [*]
4. 8,251-16,500
5. 16,501-24,600
6. 24,601-34,700
7. 34,701-49,800
8. 49,801-69,900
9. 69,901-95,000
10. 95,001-130,100
11. 130,101-180,200
12. 180,201-230,300
13. 230,301-280,400
14. 280,401-340,500
15. 340,501-400,600
Last edited by Jerrick Vincent on Thu May 12, 2022 4:46 pm, edited 8 times in total.
Jerrick Vincent
Posts: 4
Joined: Mon May 09, 2022 6:09 am

Re: Jerrick Vincent - Human Mystic - Work in Progress

Post by Jerrick Vincent »

ATTRIBUTES
4d6-L: [3, 5, 3, 4]-L = 12
4d6-L: [5, 4, 1, 4]-L = 13
4d6-L: [6, 2, 2, 4]-L = 12
4d6-L: [5, 3, 2, 5]-L = 13
4d6-L: [5, 5, 1, 3]-L = 13
4d6-L: [1, 2, 1, 6]-L = 9
4d6-L: [6, 3, 1, 1]-L = 10
4d6-L: [6, 2, 5, 6]-L = 17 1d6: [4] = 4

I.S.P.
Start: 1d4*10+13: [2]*10+13 = 33
Lvl 2: 1d6+1: [5]+1 = 6
Lvl 3: 1d6+1: [1]+1 = 2

P.P.E.
Start: 1d4*10+22: [2]*10+22 = 42
Lvl 2: 1d6+1: [3]+1 = 4
Lvl 3: 1d6+1: [4]+1 = 5

H.P.: 1d6+22: [1]+22 = 23
Lvl 2: 1d6: [6] = 6
Lvl 3: 1d6: [4] = 4

S.D.C.: 4d6: [1, 5, 6, 3] = 15

Running Speed Bonus: 4d4: [4, 3, 3, 4] = 14

Running S.D.C. Bonus: 1d6: [2] = 2

Additional Languages: 1d6: [2] = 2

Credits: 2d4*10*10*10: [1, 3]*10*10*10 = 4000
Black Market Credits: 2d6*10*10*10: [3, 5]*10*10*10 = 8000

Insanity Roll: d%: [25] = 25
Last edited by Jerrick Vincent on Thu May 12, 2022 1:45 pm, edited 1 time in total.
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