Level Up Sheet.

These guys make shady people look good!
GM: Consumer
AGM: Rogue Trader

Moderators: Game Masters, AGMs

Post Reply
User avatar
Consumer
Game Master
Posts: 1706
Joined: Sun Sep 13, 2009 2:26 pm
Location: Phase World GM (Galactic Rogues)
Contact:

Level Up Sheet.

Post by Consumer »

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

Re: Level Up Sheet.

Post by SNAFU »

Purchase for: (Baron PW:R)

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

Invalid dice code!


51-60: Linguistics (PU3)
SNAFU

Re: Level Up Sheet.

Post by SNAFU »

Purchase for: (Baron PW:R)

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

Invalid dice code!

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

91-00: Targeting (PU3)
SNAFU

Re: Level Up Sheet.

Post by SNAFU »

Purchase for: (Baron PW:R)

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

Invalid dice code!

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


01-10: Defensive Will (PU3)
SNAFU

Re: Level Up Sheet.

Post by SNAFU »

Purchase for: (Baron PW:R)


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

Invalid dice code!

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


19-25: Friction Control (PU1)
SNAFU

Re: Level Up Sheet.

Post by SNAFU »

Purchase for: (Baron PW:R)


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

Invalid dice code!



69-75: Power Touch (PU1)
SNAFU

Re: Level Up Sheet.

Post by SNAFU »

Languages Invalid dice code!



P.E: Invalid dice code!
User avatar
Vortigern
Group Leader
Posts: 287
Joined: Wed May 27, 2015 1:26 pm
Contact:

Re: Level Up Sheet.

Post by Vortigern »

Increase MA (Under 16): 1d6 = 6: 6
Increase MA (Over 16): 1d6 = 3: 3
User avatar
Vortigern
Group Leader
Posts: 287
Joined: Wed May 27, 2015 1:26 pm
Contact:

Re: Level Up Sheet.

Post by Vortigern »

Increase PB (Under 16): 1d6 = 5: 5
User avatar
Vortigern
Group Leader
Posts: 287
Joined: Wed May 27, 2015 1:26 pm
Contact:

Re: Level Up Sheet.

Post by Vortigern »

Increase PB (Over 16): 1d6 = 5: 5
User avatar
Sorrenson
Silver Level Patron
Silver Level Patron
Posts: 318
Joined: Wed Aug 05, 2015 2:13 am
Location: Phase World (Rogues)
Contact:

Re: Level Up Sheet.

Post by Sorrenson »

Epic rewards (Consumer approved)

+ 2d4 = 4: 3, 1 IQ
+ 3d6 = 10: 6, 2, 2 S.D.C.
User avatar
Vortigern
Group Leader
Posts: 287
Joined: Wed May 27, 2015 1:26 pm
Contact:

Re: Level Up Sheet.

Post by Vortigern »

Increase IQ, EP Purchase: 1d6 = 1: 1
User avatar
Vortigern
Group Leader
Posts: 287
Joined: Wed May 27, 2015 1:26 pm
Contact:

Re: Level Up Sheet.

Post by Vortigern »

HP Increase for level 8: 1d6 = 4: 4
User avatar
Sorrenson
Silver Level Patron
Silver Level Patron
Posts: 318
Joined: Wed Aug 05, 2015 2:13 am
Location: Phase World (Rogues)
Contact:

Re: Level Up Sheet.

Post by Sorrenson »

Level up dice
1d6 HP 1d6 = 1: 1
2D6 PPE 2d6 = 7: 6, 1
1d4+1 isp 1d4+1 = 2: 1
User avatar
Érebos
Posts: 201
Joined: Sat Oct 13, 2018 9:27 pm

Re: Level Up Sheet.

Post by Érebos »

P.P.E. boost (cost 2 EP) --> rolling 1d4 = 4: 4x10 = 40 P.P.E. boost
Boxing S.D.C. --> rolling 3d6 = 7: 1, 1, 5

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

Deadball Spd --> rolling 1d6 = 4: 4 <--- ignore, I was unaware that Deadball is a Juicer sport - my mistake. Replaced skill with another.
Deadball S.D.C. --> 2d4 = 7: 3, 4 <--- <--- ignore, I was unaware that Deadball is a Juicer sport - my mistake. Replaced skill with another.

Gymnastics S.D.C. --> 2d6 = 9: 5, 4
Érebos, AKA "Shroud"
Current Status
S.D.C.: 124/124
Hit Points: 45/45
P.P.E.: 232/232

Weapons and Armor worn or carried
Always On
  • Horror Factor of 12
  • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
  • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
  • Impervious to Shape-Changing/Metamorphosis
  • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.
Saving Throws, Bonuses, and other handy information
  • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
  • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
  • Speed: Érebos runs at 700 meters per minute, 175 meters per melee round, 26mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing.

Saves
Coma/Death: +20%
Magic (varies): +7, or +10 to save vs. Shadow Magic spells
Disease: +2
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Insanity (12+): +7, and impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension
Psionics (varies): +5
Horror Factor (varies): +7
User avatar
Bryke
Posts: 344
Joined: Sun Oct 20, 2013 6:53 am
Contact:

Re: Level Up Sheet.

Post by Bryke »

Bryke Level up:

HP: 2d6 = 7: 5, 2
OOC Comments
Natural Abilities
Doesn't breathe air and are immune to radiation and normal heat, fire, cold, gases and disease. Can see in total darkness and have eagle-like normal vision.
Phased bodies: Prometheans are in a permanent state of “phase.” Damage from any M.D. source becomes S.D.C. and any damage from an S.D.C. source is halved.
Phased Teleportation: Prometheans can “step out of phase” and travel at incredible speeds in an intangible state. Concentration takes one melee round and is the only action that can be performed during that round. Range: One mile per level of experience. Chance of Success: 50% +4%/lvl| 83%
Sense Dimensional Anomalies: Can automatically detect rifts, dimensional envelopes and pockets, fourth-dimensional and Two-dimensional beings, astral travelers and the invisible energy essence of alien-intelligence's and entities. Range: One mile (1.6) or line of sight, whichever is less.
Ley Line Phasing: Equal to the ley line walker ability.


PPE: 233/302
ISP: 145/185
SDC: 634/634 (All damage from MD sources converted to SDC)
HP: 186/186

CAPTURED PPE: 0/0

BRYKE
SPELLBOOK

I am telecommunicating
I am speaking Trade 4
I am thinking

CURRENT CONDITIONS:

Call Names/Nicknames:
Bryke, Wraith
User avatar
Érebos
Posts: 201
Joined: Sat Oct 13, 2018 9:27 pm

Re: Level Up Sheet.

Post by Érebos »

Level Up (from 1 to 2)

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

Spells chosen: Shadowsight & Shadow Globe

Sunlight allergy (5% chance/lvl): 1d100 = 90: 90 / 10% , not this level!
Érebos, AKA "Shroud"
Current Status
S.D.C.: 124/124
Hit Points: 45/45
P.P.E.: 232/232

Weapons and Armor worn or carried
Always On
  • Horror Factor of 12
  • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
  • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
  • Impervious to Shape-Changing/Metamorphosis
  • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.
Saving Throws, Bonuses, and other handy information
  • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
  • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
  • Speed: Érebos runs at 700 meters per minute, 175 meters per melee round, 26mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing.

Saves
Coma/Death: +20%
Magic (varies): +7, or +10 to save vs. Shadow Magic spells
Disease: +2
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Insanity (12+): +7, and impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension
Psionics (varies): +5
Horror Factor (varies): +7
User avatar
Érebos
Posts: 201
Joined: Sat Oct 13, 2018 9:27 pm

Re: Level Up Sheet.

Post by Érebos »

Level Up (from 2 to 3)

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

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

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

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

+1 spell strength added

Sunlight allergy (5% chance/lvl): 1d100 = 36: 36/15% (not this level!)
Érebos, AKA "Shroud"
Current Status
S.D.C.: 124/124
Hit Points: 45/45
P.P.E.: 232/232

Weapons and Armor worn or carried
Always On
  • Horror Factor of 12
  • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
  • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
  • Impervious to Shape-Changing/Metamorphosis
  • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.
Saving Throws, Bonuses, and other handy information
  • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
  • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
  • Speed: Érebos runs at 700 meters per minute, 175 meters per melee round, 26mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing.

Saves
Coma/Death: +20%
Magic (varies): +7, or +10 to save vs. Shadow Magic spells
Disease: +2
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Insanity (12+): +7, and impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension
Psionics (varies): +5
Horror Factor (varies): +7
User avatar
Érebos
Posts: 201
Joined: Sat Oct 13, 2018 9:27 pm

Re: Level Up Sheet.

Post by Érebos »

Level Up (from 3 to 4)

HP : 1d6 = 6: 6
P.P.E. : 2d6 = 9: 6, 3

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

Sunlight allergy (5% chance/lvl): 1d100 = 96: 96/20% (not this level!)
Érebos, AKA "Shroud"
Current Status
S.D.C.: 124/124
Hit Points: 45/45
P.P.E.: 232/232

Weapons and Armor worn or carried
Always On
  • Horror Factor of 12
  • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
  • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
  • Impervious to Shape-Changing/Metamorphosis
  • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.
Saving Throws, Bonuses, and other handy information
  • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
  • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
  • Speed: Érebos runs at 700 meters per minute, 175 meters per melee round, 26mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing.

Saves
Coma/Death: +20%
Magic (varies): +7, or +10 to save vs. Shadow Magic spells
Disease: +2
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Insanity (12+): +7, and impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension
Psionics (varies): +5
Horror Factor (varies): +7
Alvidan

Re: Level Up Sheet.

Post by Alvidan »

Level up (From 3 to 4)

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

Invalid dice code!

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

Given his avocation, I have to think what powers are most useful to an Assassin that he does not have. Either some kind of attack power or Bio-Regeneration (super) for the super psionic power. Hmmm, Telekinetic Acceleration Attack might work for the physical power AND as an attack power, leaving Bio-Regeneration for the Super...
User avatar
Kesslan
Diamond Level Patron
Diamond Level Patron
Posts: 535
Joined: Mon Apr 16, 2007 10:51 pm
Location: Phase World: Rogues
Contact:

Re: Level Up Sheet.

Post by Kesslan »

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

HP: 1d6 = 5: 5
Kesslan's Character Sheet
HP: 79 SDC: 157
MDC Skull: 22

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

Rose (To Kesslan): I don't suppose you're planning an assault on all free kind are you?
Daisy (OOC) Figures big crowds don't seem to be his thing, unless he's firing on them.
Rex: his ears rotate like dishes towards Kesslan's roar and the response from his foes, "trouble."
Al: Listening to the roar Al nods. "That would be Kesslan. Which most of the time means the exact same thing."
Theme Songs: Imagine Dragons - Radioactive , Disturbed: Indestructible , Johnny Cash: Hurt , UNKLE: Burn My Shadow, The Kinks: I'm not like everybody else, The Equalizer theme song, X Ambassadors: Jungle (feat. Jamie N Commons)
User avatar
Kesslan
Diamond Level Patron
Diamond Level Patron
Posts: 535
Joined: Mon Apr 16, 2007 10:51 pm
Location: Phase World: Rogues
Contact:

Re: Level Up Sheet.

Post by Kesslan »

Augmentation Boots:

Tissue boosting: Add 2d6+30 = 36: 2, 4 to SDC, 1d4 = 2: 2 to P.S., 1d4 = 1: 1 to Spd
Bone augmentation: add 1d4 = 2: 2 to Hit Points and 2d4 = 3: 2, 1 to SDC
Kesslan's Character Sheet
HP: 79 SDC: 157
MDC Skull: 22

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

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

Re: Level Up Sheet.

Post by Scythe »

[Scythe Level 4 Dice Rolls]

H.P.: 2d6 = 7: 1, 6
M.D.C.: 2d6 = 7: 2, 5
Temporal Wizard P.P.E.: 2d6+2 = 10: 2, 6
I.S.P.: 1d6+1 = 3: 2
Scythe

Re: Level Up Sheet.

Post by Scythe »

EP Purchase found here

P.P.E.: + 1d4*10 = 40: 4
Scythe

Re: Level Up Sheet.

Post by Scythe »

[Level 5]

P.P.E.: 2d6+2 = 10: 2, 6
M.D.C.: 2d6 = 5: 2, 3
I.S.P.: 1d6+1 = 5: 4
H.P.: 2d6 = 5: 1, 4
User avatar
Pertinax
Posts: 180
Joined: Fri Dec 13, 2019 9:17 am

Re: Level Up Sheet.

Post by Pertinax »

Level 6
I.S.P. 2d6: [3, 1] = 4
Pertinax
M.D.C.: 348 | P.P.E.: 11 | I.S.P.: 133
User avatar
Mungo
Silver Level Patron
Silver Level Patron
Posts: 110
Joined: Mon Sep 21, 2020 9:55 am

Re: Level Up Sheet.

Post by Mungo »

Rift Runner rolls
PPE: 1d4x10+35: [3] = 3
PPE Level 2 2d6: [6, 1] = 7
MDC level 2 v 1d6: [3] = 3
User avatar
Mungo
Silver Level Patron
Silver Level Patron
Posts: 110
Joined: Mon Sep 21, 2020 9:55 am

Re: Level Up Sheet.

Post by Mungo »

Level up: RR level 3

P.P.E.: 176 (+2D6 / lvl)
2d6: [6, 4] = 10
M.D.C.: 33 (+1d6 / lvl)
1d6: [1] = 1
User avatar
Glitch
Posts: 53
Joined: Thu Dec 02, 2021 6:00 pm

Re: Level Up Sheet.

Post by Glitch »

Rolling 1d6 for IQ as per this EP purchase

1d6: [2] = 2
What happens when a being designed to follow orders and programmed to kill eliminates those they served? Who is giving them the orders now? Scariest version; they are.

Ultrix, the Altessan Eviscerator, to Glitch -- FF00FF
Glitch to Ultrix -- 8000BF
Internal command processes

M.D.C.: 220

Ultrix | MDC: 500 | DMG: 6d6 | Nano-Regen: 2d6/hr | Electrical Discharge: 4d6, 0-200' range.


Please Do Not PM This Account, PM Underguard Instead

Glitch | EP Ledger | Other PCs: Culter (CS 40-4th) | Oren Exe (PW GA) | Sam Animus (PWVR) | Venenifer (Atlantis) | Ronan (SS)
User avatar
Mungo
Silver Level Patron
Silver Level Patron
Posts: 110
Joined: Mon Sep 21, 2020 9:55 am

Re: Level Up Sheet.

Post by Mungo »

PPE 2d6: [6, 5] = 11
MDC 1d6: [6] = 6
Post Reply

Return to “Galactic Rogues (3 openings)”