Draggor (Monstrous Immortal)

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Draggor
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Draggor (Monstrous Immortal)

Post by Draggor »

Player Name: Ross
G-Mail: ross.e.davidson@gmail.com
Link to Ledger:

Character Name: Draggor
Power Category: Mega Hero
Alias: Imp
Race: Monster
O.C.C.: HU Immortal
Alignment: Scrupulous
XP Level: 3
XP Points:
Next Level @ XP: 10,001
XP Table
I: 0,000-2,300
2: 2,301-4,500
3: 4,501-10,000
4: 10,001-20,000
5: 20,001-30,000
6: 30,001-42,000
7: 42,001-65,000
8: 65,001-85,000
9: 85,001-110,000
10: 110,001-160,000
11: 160,001-210,000
12: 210,001-285,000
13: 285,001-370,000
14: 370,001-450,000
15: 450,001-575,000
Sentiments: Sympathetic to most mortals having to deal with oppression in some form.
Sentiments - Splugorth: Hostile, as they are the ones that enslaved the character for this most recent life.
Sentiments - TGE: Indifferent politically, but engaging via combat
Disposition: Default quiet and guarded, but if information is required, or is in the presence of someone who is not bothered being around a monster, awkward conversations are more free flowing.
Insanities: Multiple Personalities: This isn't so much an insanity as a consequence of having many past lives that can be wildly at odds with The Current Person. See in the Background post.


SUPERNATURAL ATTRIBUTES
I.Q.: 12
M.E.: 13
M.A.: 12
P.S.: 41 (18 + 5 + 12 + 6)
P.P.: 23 (16 + 2 + 4 + 1)
P.E.: 19 (13 + 3 + 1 + 2)
P.B.: 9
Speed: 31 (13 + 4 + 14)


PHYSICAL DATA
M.D.C.: 1,349
P.P.E.: 89
Age: 1000
Sex: NB
Height: 7'2"
Weight: 486lbs
Description: A tall creature that looks to be wearing organic armor, but upon closer inspection, it clearly is part of the hide. The toughest parts are combinations of yellow, orange and brown, with the rest of the skin being hues of blue and purple.
Horror Factor: 12

Natural Abilities
Perception: 21%
Max. Encumbrance: 486lbs
Max. Carrying Weight: 3,280lbs
Max. Lifting Weight: 6,560lbs
Max. Jumping Ability: 67.5' length / 32.25' height running start, 27' length / 12.9' height standing still
MPH: 21
Mega Abilities
  • Supernatural P.S.
    Increase total SDC by 50% including SDC from superpowers
    Enhanced Healing: recovers 1D4+1 times faster than a human. Half duration from physically debilitating magic, spells, drugs, disease, etc
    Increased Range 50%: Includes the range of vision, hearing, other senses, as well as energy blasts and range of most other super abilities
    Considered a Supernatural Being: +1 to save vs magic, +2 save vs possession and horror factor
Mega Ability: Immortal (HUp181)
  • Special Power: Immortal regeneration:
    The immortal character can recover from grievous bodily injury and even loss of body parts without actually dying, although he may often appear to be dead.
    When the immortal's Hit Points are reduced from a range of zero to 1 30 points below zero, he is racked with searing pain, is weak as a kitten and can barely concentrate. All combat bonuses are reduced to zero, melee actions per round are reduced to two (and are entirely defensive unless cornered), attributes are down 50%, and performance of all skills is -75%. At this point, the immortal's survival instincts kick in, and his one goal is to get away where he can hide, collapse and heal.
    The character requires 1D4 hours of complete rest/sleep and may appear to be in a coma or dead during this recovery period. When this time elapses, the immortal awakens, achy and sore, but with 4D6 Hit Points above zero and his usual range of abilities, attributes, bonuses, and skills all restored to normal . Bleeding will have stopped and all grievous wounds, broken bones, intemal injuries, and similar damage will be well on their way to completely heal ing within a matter of hours and without any permanent side effects. At this stage (and for the next hour), there are scars, cuts, bruises, lumps and even open wounds (the guy looks like crap), but these will disappear as they continue to heal.
    One hour after awakening from the healing coma, the immortal can bio-regenerate as normal (2D6 Hit Points or 3D6 S.D.C. every 10 minutes - or roughly 1D6x10 H.P. or 2D4x10 S.D.C. per hour). When heal ing is completed, the character will look strong and healthy without so much as a scratch.
    If the immortal suffocates (which takes five times longer than a normal human; about 15 minutes), or S.D.C. and Hit Points are reduced from a range of 131-300 points below zero, he will collapse and appear dead. This massive amount of damage is likely to mean the immortal will literally have holes blown through him, shattered bones, lost internal organs, and possibly, missing limbs. In this case, the character will appear to be dead and does not regain consciousness for 4D6+ 12 hours. Once conscious, he heals as above, with missing limbs regrowing over a 72 hour period.
Mega Ability: Doesn't need air to breathe (HUp181)
The Mega-Hero can survive indefinitely in space or any vacuum, underwater, and in a polluted or toxic atmosphere - is impervious to all forms of airborne toxins and gases, except those created by magic. The character retains a sense of smell and taste, and is sti ll vulnerable to most diseases.
Achilles' Heel: Psionics

SUPER POWERS
MAJOR
Massive Damage Capacity (HU:PU3p75)
  • Regenerates one SDC point or hit point every two minutes (or 30 per hour).
    Fatigues at one third the rate of normal humans.
    Magic spells and magic weapons inflict double damage
Super Regeneration (HU:PU3p99)
  • Impervious to disease. Poisons and drugs last 1/10th their usual duration, an dhave 1/3rd their normal effect/penalties or damage
    Heals at 2D6 points per melee round (or 1D4x10 + 4 per minute). Never scars, though magic may cause minor scarring.
    Injury to internal organs heals completely in a matter of minutes. A lost organ will completely regenerate within an hour. Massive injury to heart or brain is painful bot not lethal, even if 90% is lost. It will regrow within 1D6x10 minutes, but will make the character weak for 1D6+1 hours. Healing, speed, attacks per round, combat bonuses, and skill performance is reduced by half.
Super Energy Expulsion (HU2p293)
  • 1. Energy Expulsion:
    Type: Energy
    Damage can be controlled in increments of 1D6, or fire a mini blast doing only 1 point.
    Range: 600' + 20'/level
    Normal Damage: 3D6 + 1D6/level
    Super Blast Damage: 1D6x10 + 1D6/level. Must be done as first attack and uses up all but one other attack per round
    Bonuses: +3 for an aimed shot, + 1 for shooting wild.

    2. Absorb, Channel, and Fire:
    The superbeing can momentarily absorb massive amounts of energy (the equivalent of something that would inflict 80 points of damage or more), channel it through his body (stopping the energy from spreading or zapping out uncontrolled, or from overloading and exploding), and unleash that energy as powerful blasts. This means by standing in a blazing inferno, the character can unleash blasts of fire; by tapping into a generator or grabbing live electrical wires, he can fire electrical blasts; by taking a megapowerful laser blast he can in turn, fire (in this case, one) a laser blast back; and so on. The abil ity to fire a different type of energy than usual is limited to how long the character is exposed to the high amounts of energy he is channeling.
    Range: 600 feet (183 m) plus 20 feet per level of experience.
    Damage: Same as number one, above.
    Duration: Instant
    Attacks per Melee: Each normal blast counts as one hand to
    hand attack.
    Bonuses: +3 for an aimed shot, +1 for shooting wild.
    Deadly Limitation: Every melee round that the superbeing absorbs and channels this powerful and deadly energy, he suffers 206 points of damage direct to Hit Points. Thus, if he taps this energy for too long a period, he could die.

    3. Aura Effect:
    Rather than fire an energy bolt, the superbeing can unleash the energy as a spherical "flash- of energy that hits everybody and everything around him, within ten feet (3 m). Usually, some sort of residue will be left from the burst, such as
    wisps of mist, smoke, ash or frost.
    Range: 10 feet (3 m).
    Damage: 1D6 + 1 per level of experience; plus there is a 01 - 60% chance that those exposed to the energy flash are temporarily blinded for 3D6 seconds (up to one melee round; -8 on all combat maneuvers while blinded).
    Duration: A few seconds; counts as two melee actions.
    Bonuses: Automatically hits everything within range.

    4. Ricochet Blast:
    The character can ricochet or bounce his energy blast off of objects to hit a target. For each ricochet, there is a -1 to strike and a -1D6 to the damage. A ricochet shot can only be done as many times as the character has dice of damage; i.e. a character with 4D6 Energy Expulsion: Fire could ricochet three times and still do 1D6 damage to the target when it finally hits. If a shot is ricocheted so that is hits an enemy from behind, then the enemy is at a -4 to dodge (unless he has radar, then no penalty applies).
    Each ricochet does 1D6 damage to the object from which it was ricocheted. Shots can be ricocheted off of a person, but the character must make a strike roll and it adds a -2 to strike instead of the normal -1 . The same is true of ricocheting the blast off any object smaller than man-sized. Thus, it's best to ricochet a blast off large objects such as walls, doors, desks, automobiles, lamp posts, etc.

    5. Other Abilities and Bonuses:
    The character is impervious to (no damage from) the energy that is the same as the type he normally expels. The character only takes half damage from all other forms of energy, including sonic blasts/sonic shock waves, fire, heat and
    radiation. The superbeing can cause his eyes, hands, or similar parts to glow, providing up to 60 watts of light, the equivalent of a desk lamp.
MINOR
Heightened Sense of Awareness (HU:PU1p30)
  • Doesn't usually suffer from surprise
    +2 initiative
    +1 roll with punch, fall, or impact
    +2 save vs Horror Factor
    Automatic Dodge
These are the skill programs and secondary skills from creation before getting merged into the unified skill list.

Skills
Skill Programs
Professional Combat Athlete (HU:AU:GGp193)
  • Boxing
  • Wrestling
  • Acrobatics: Sense of Balance 79% (+3%)
  • Acrobatics: Walk Tightrope or High Wire 89% (+3%)
  • Acrobatics: Back Flip 86% (+2%)
  • HtH: Martial Arts
  • Recognize Weapon Quality 75% (+5%)
  • Deperessurization Training
  • Zero Gravity Combat: Elite
  • Pilot Jet Pack 84% (+4%)
  • W.P. Knife
  • W.P. Blunt
Space Pirate (HU:AU:GGp196)
  • Find Contraband & Illegal Weapons 58% (+4%)
  • Forgery 45% (+5%)
  • Detect Concealment 60% (+5%)
  • Intelligence 59% (+4%)
  • Prowl 65% (+5%)
  • Pilot Advanced: Military Spacecraft 69% (+4%)
  • W.P. Energy Pistol
  • W.P. Heavy Energy Weapons
Secondary Skills (18)
  • Athletics (general)
  • Body Building & Weight Lifting
  • Climbing/Rappelling 70/60% (+5%)
  • Running
  • Swimming
  • Language: Native Tongue: Infernal 91% (+1%)
  • Language: Trade IV
  • Language: Trade I
  • Radio: Basic 60% (+5%)
  • Basic Electronics 45% (+5%)
  • Computer Repair 45% (+5%)
  • Basic Mechanics 45% (+5%)
  • Camouflage 40% (+5%)
  • Gambling: Standard 45% (+5%)
  • Lore: Galactic Aliens 45% (+5%)
  • Lore: Demons & Monsters 45% (+5%)
  • Lore: Faeries & Creatures of Magic 40% (+5%)
  • Salvage 50% (+5%)
  • W.P. Energy Rifle

COMBAT DATA
HTH Type: Martial Arts
Number of Attacks: 6
Initiative: +4
Strike: +6
Parry: +10
Dodge: +10
Auto Dodge: +4
Disarm:
HTH Damage Bonus:
Roll w/ Fall: +4
Roll w/ Impact: +6
Roll w/ Punch: +5
Pull Punch: +5
P.S. Damage Bonus: +26
Moves
Punch: 6d6 MD
Elbow
Kick
Knee
Disarm
Dodge
Entangle
Block/Tackle
Body Flip/Throw
Roll with Impact
Power Punch: 2d4x10 MD
Power Kick
Pull Punch: 1d6x10 + 26 SDC
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: +2 strike
W.P. Energy Rifle: +1 strike
W.P. Heavy M.D. Weapons: +1 strike
W.P. Knife: +2 strike, +2 parry, +2 strike thrown
W.P. Blunt: +2 strike, +2 parry

SAVING THROW BONUSES
Coma/Death: +8%
Magic: +3
Lethal Poison (14): +6
Non-Lethal Poison (16): +6
Insanity (12): +0
Psionics: -4
Possession: +4
Horror Factor: +10
Last edited by Draggor on Sun Nov 15, 2020 10:43 pm, edited 56 times in total.
Draggor
M.D.C.: 1,349 / 1,349
P.P.E.: 89 / 89
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Draggor
Posts: 13
Joined: Sat Sep 26, 2020 10:07 pm

Re: Draggor (Monstrous Immortal)

Post by Draggor »

Equipment
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
NE-05GP Grav Pack nuclear (R:DB8/42)
NE-105 Super-Rail Gun (R:DB2/33)
Daisho-10 Multiweapon (R:DB3/61)
NE-C20 Camouflage Variable Armor (Rifts - Mercenaries/124)

Allocate your items into the categories listed in green!

Vehicles/Mounts are listed first.

Carried/In Hand

Worn on Person
blah-blah
blah-blah
blah-blah
blah-blah

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:
• Attachment:
• Attachment:
• 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:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:

Stored in Vehicle

Gear Stats

NE-CW20 Camouflage Variable Armor
Image
M.D.C. by Location:
  • Helmet: 40
  • Arms: 20 each
  • Legs: 30 each
  • Main Body: 80

Weight: 13 lbs.
Modifiers: -5% to acrobatics/gymnastics, -20% vs opposing perception rolls, +5% to prowl skill, -70% to electronic perception/detection rolls
Features:
  • Masks infrared and thermal emissions

Book Reference: p.124-125, Mercenaries


NE-05GP Jet Pack
Image
M.D.C.: 45
Crew: One
Power System: 1 NE-EB Battery
Maximum Speed: 400 mph (650 mph in space)
Maximum Altitude: Unlimited
Maximum Range: Unlimited
Maximum Load: Full Speed up to 500 lbs, 100 mph up to 1000 lbs, 50 mph up to 2000 lbs, 2 mph up to 4000 lbs.
Features: Nuclear engine (10 year life)
Dimensions: 3' long, 35 lbs.
Book Reference: p.43, DB8


NE-105 Super Rail-Gun
Image
  • Range:
    Rail Gun: 4,000'
    Electric Arc: 200'
  • Damage:
    • Rail Gun: 5D6 M.D. short burst, 1D6x10 M.D. long burst
    • Electric Arc: 2D6 M.D., 4D6 M.D. to unshielded electronic devices (humanoids must save vs. Lethal Poison or lose initiative and -2 APM)
  • Rate of Fire: Short bursts (10 rounds), long bursts (20 rounds) and single electric arc attacks only
  • Payload:
    • Rail Gun: 3,000 round ammo drum
    • Electrical Arc: 90 per hip generator; regenerates 30 blasts per hour
  • Weight: 120 lbs. for the gun, 10 lbs. for the NE hip pack generator, and 100 lbs. for the ammo drum
  • Features: None
  • Modifiers: W.P. Heavy M.D. Weapons
    • -3 to dodge and roll with impact if carrying an ammo drum
    • P.S. of 30+, Robotic or Bionic P.S. 24+, or SN P.S. 20+: minimum P.S. required to use
    • P.S. 30<: character unable to wield, -12 to strike even if it is braced
  • Book Reference: p.33, DB8


Daisho-10 Multiweapon
Image
  • Range:
    Laser: 2000'
  • Damage:
    • Laser: 4D6 M.D.
    • Vibro-Blade: 3D6 M.D.
  • Rate of Fire: Standard
  • Payload:
    • 20 shots or 20 minutes of the vibro-blade. Each minute as a vibro-blade uses up one "shot."
  • Weight: 6 lbs
  • Features: Takes 1 melee round to change shape.
  • Modifiers: None
  • Book Reference: p.61, DB3
Last edited by Draggor on Mon Nov 16, 2020 9:08 am, edited 10 times in total.
Draggor
M.D.C.: 1,349 / 1,349
P.P.E.: 89 / 89
User avatar
Draggor
Posts: 13
Joined: Sat Sep 26, 2020 10:07 pm

Re: Draggor (Monstrous Immortal)

Post by Draggor »

Backstory
Theme song: https://www.youtube.com/watch?v=ttNuFFHUgpg
Th-thank you for saving me, but...
...yes?
...wh-what are you?
We're a being.
We?
I. I am a being.
Singular versus plural identification slipups still happened. They had been happening on and off for centuries, depending on which life, err, where in the timeline the monster was. Rumors tend to be few and far between across the galaxies for just how old this creature is, but from their perspective, this current run has been going on for 30 years, give or take a few, and for anyone that has an accurate record, an informal 1000 years is most correct.

Excavated from a wreckage that had been lost for 50 years, the monster's remains gradually began to reconstitute on their own, upon which the salvagers, having little care for a seemingly miraculous discovery, saw profit in a series of dangerous combat leagues. Cross world competition led rise to learning a few different languages, if poorly, and when not in training, or in the combat arena, the monster had an innate skill at various forms of basic repair, furthering the their usefulness to the owners.

Visions, infrequent at first, grew into semi regular nightmares as the owners called them, and the new skills that tended to arise after prominent ones, while a curiosity, were never investigated. It wasn't until these moments manifested during waking hours, at the height of a tournament, resulting in a loss and a concerning amount of debt to the owners, that true attention was given in the form of increasingly strict and brutal repercussions.

The downward spiral of competition performance led the owners to "part with their investment" as they called it, arranging for a sale to off the books mining laborers. Whatever was gnawing inside at the beast, the notion of even less freedom reached a critical mass, and charred skeletal remains of a deal gone wrong was the end of that story for anyone following the promising but under performing athlete.

With no direction other than survival, and a distaste for exploitation, the monster hopped between ships and worlds, keeping a low profile, doing dangerous jobs that paid well, and helping out folks here and there along the way. The continued survival of these so called "dead man's job" listings, mixed with visions of things this current set of eyes clearly hadn't seen, gradually gave more insight to those mysterious origins. A name in some long forgotten tongue rattled around, sigils were seen, and occasionally drawn, or scratched into surfaces. Draggor, one of the trade language translations, became the moniker of choice, and felt far more comfortable than it had any right to.

A reputation for survival against increasingly stacked odds meant too much attention: a job surfaced from a distant world, with no right or reason that anyone would know the things Draggor could do, or survive. The money was freeing. The job was... helpful, in nature. Worth a shot, right?

GM Backstory: Pre-Rifts

The character’s age of 1000 represents time spent in the main Rifts universe. The actual age is unknown, but the pre-Rifts galaxies portion is divided into these two sections:

Battle Lust

Whatever the monster’s species, this particular one’s earliest memories is a form of unending battle, death, and reincarnation. There was some kind of original conflict, a great war between two species, and when that portal between worlds was shut, the monsters and demons sealed away continued to battle among one another for countless centuries after. At first it was with purpose: keep battle ability and viciousness honed should that portal be opened again. However, as time went on, the incessant infighting just was how they existed, fighting, dying, and regenerating over and over and over again.

The Void

There is no exact answer for how long the battles kept going, but with zero outside interaction, a lack of purpose began to build. The need, the urge for battle and blood waned, and one by one, the creatures of the realm simply… stopped. Without need for nourishment in this home plane, and without any drive or guidance, the population eventually calmed, and fell into a conscious, but trance like state. Time truly became meaningless, whether it was centuries or millennia passing, it was all the same.

GM Backstory: Rifts

These segments describe portions of the 1000 years spent existing in the Rifts universe, starting with the first life.

The Survivor

When a portal was finally opened again, the battle lust reignited as if there hadn’t been an extended period of nothingness. Alongside it, however, was a newfound fear of returning to said nothingness, and at the conclusion of this next encounter, a split second decision was made to not return back through the portal before it was sealed, thus beginning the first life in the Rifts universe. With no real skills other than combat ability, this first life was bloody and complicated, especially since there was no guarantee of regenerating from apparent death. The #1 rule was to survive at all costs.

The Bold (and the Stupid)

This second life grants one of the more impactful changes: knowing that even while being cut off from the home plane, regeneration remained. Regeneration from wounds, or even severe injury didn’t carry any mental changes, but when a suppsed “death” happens, there’s a small reset: until past memories and lives synchronize with the new body, a new person and chapter has begun. With no real history to be fond of, this life was very cavalier, brash, and positively reckless, knowing that a recovery from seemingly anything was possible. Technically many lives fell under this banner, but each was characterized with very risky behaviour.

The Fearful

At some point, a death and regeneration hadn’t happened in decades, and while living among mortals, a new sense of time began to take hold. The next death and regeneration carried with a profound sense of loss: for the first time, the person that had existed was not the same as the one currently in the body. Old memories felt like they happened to someone else, yet were just as vivid as new ones. This began the first occasions of identifying as “we”, especially whenever a new action was seemingly in direct conflict with the way a previous life would have done something. This wasn’t just a life of survival, but one rooted in the fear of losing what this current person is, in effect, actually dying, despite the entity living on.
Last edited by Draggor on Mon Oct 26, 2020 12:41 pm, edited 4 times in total.
Draggor
M.D.C.: 1,349 / 1,349
P.P.E.: 89 / 89
User avatar
Draggor
Posts: 13
Joined: Sat Sep 26, 2020 10:07 pm

Re: Draggor (Monstrous Immortal)

Post by Draggor »

Dice Post


Stats Rolls
4d6: 3, 6, 5, 5 => 16
4d6: 5, 1, 2, 6 => 13
4d6: 4, 5, 4, 2 => 13
4d6: 2, 6, 1, 4 => 12
4d6: 6, 6, 6, 1 => 18
4d6: 4, 2, 3, 1 => 9
4d6: 4, 6, 2, 2 => 12
4d6: 3, 2, 6, 4 => 13

18 bonus: 1d6 = 5: 5
16 bonus: 1d6 = 2: 2

Monstrous Immortal Stat Bonuses
PP: 1d6+1 = 4: 3
PE: 1d6+1 = 3: 2
Spd: 1d6+1 = 4: 3
PS: 2d6+10 = 12: 1, 1
Horror Factor: 1d6+10 = 12: 2
Age: 1d10*100 = 1000: 10
Age based Secondary Skills: 1d6+2 = 8: 6
Initiative: 1d4 = 1: 1
Pull Punch: 1d4 = 2: 2
+ 1d4 = 4: 4 save vs poison
+ 1d6 = 6: 6 save vs horror

PPE take 2: 1d6*10 = 50: 5 + 3d6+12 = 20: 3, 3, 2 + 19 PE

These will be x2 per monstrous immortal, includes level 2 and 3
HP: 2d6*10 = 70: 5, 2 + P.E value + 2d6 = 7: 6, 1 (level 1) + 4d6 = 18: 3, 6, 4, 5 (2d6/level, 2 and 3)
SDC: (1d6*10)+60 = 110: 5
Total: (70 + 7 + 18 + 110) * 2 => 410 + (2 * 19 P.E. Value)

Massive Damage Capacity Power Rolls
HP: (2d6*10)+30 = 80: 2, 3 (+10/level)
SDC: (1d6*100)+300 = 500: 2 (+100/level)
PE: 1d4 = 1: 1
Total MDC: (80 + 500) * 1.5 => 870

Skill Rolls
SDC: 5d6 = 18: 6, 3, 1, 6, 2 + 1d8 = 3: 3 + 10 => 31
SPD: 1d6 = 6: 6 + 4d4 = 8: 1, 4, 1, 2 => 14



Experiments and/or bungled dice:
This is a dice test: 4d6: 2, 3, 1, 5
This is a dice edit test 5d6: 6, 1, 6, 6, 3
(This clearly didn't roll the way I thought it would) PPE: (1d6*10)+(1d6)+12 = 12: 3 + PE
Dice rolls
1d100: [62] = 62
Draggor
M.D.C.: 1,349 / 1,349
P.P.E.: 89 / 89
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Draggor
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Joined: Sat Sep 26, 2020 10:07 pm

Re: Draggor (Monstrous Immortal)

Post by Draggor »

These are the skill programs and secondary skills from creation before getting merged into the unified skill list.

Skills
Skill Programs
Professional Combat Athlete (HU:AU:GGp193)
  • Boxing
  • Wrestling
  • Acrobatics +5%
  • HtH: Martial Arts
  • Recognize Weapon Quality +20%
  • Deperessurization Training
  • Zero Gravity Combat: Elite
  • Pilot Jet Pack +15%
  • W.P. Knife
  • W.P. Blunt
Space Pirate (HU:AU:GGp196)
  • Find Contraband & Illegal Weapons +20%
  • Forgery +10%
  • Detect Concealment +20%
  • Intelligence +15%
  • Prowl +20% (One rogue skill)
  • Pilot Advanced: Military Spacecraft +15%
  • Zero Gravity Combat: Basic
  • Hand to Hand: Basic
  • W.P. Energy Pistol
  • W.P. Heavy Energy Weapons
Secondary Skills (18)
  • Athletics (general)
  • Body Building & Weight Lifting
  • Climbing +40% (+5%)
  • Running
  • Swimming
  • Language: Trade IV
  • Language: Trade I
  • Radio: Basic 45% (+5%)
  • Basic Electronics 30% (+5%)
  • Computer Repair 30% (+5%)
  • Basic Mechanics 30% (+5%)
  • Camouflage 20% (+5%)
  • Gambling: Standard 30% (+5%)
  • Lore: Galactic Aliens 25% (+5%)
  • Lore: Demons & Monsters 30% (+5%)
  • Lore: Faeries & Creatures of Magic 25% (+5%)
  • Salvage 35% (+5%)
  • W.P. Energy Rifle
Draggor
M.D.C.: 1,349 / 1,349
P.P.E.: 89 / 89
User avatar
Draggor
Posts: 13
Joined: Sat Sep 26, 2020 10:07 pm

Re: Draggor (Monstrous Immortal)

Post by Draggor »

New roller test: 1d100: [29] = 29

1d20: [12] = 12

blah blah blah 2d12+7: [4, 6]+7 = 17

1d6*10: [6]*10 = 60

A new roll 2d8+5: [1, 8]+5 = 14
Draggor
M.D.C.: 1,349 / 1,349
P.P.E.: 89 / 89
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