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Character Name: Millicent Mayeux
Alias:
Race: Quick Flex Alien (WB 30, 168)
O.C.C.: Psi-Operator
Alignment: Scrupulous
XP Level: 4
XP Points: 10,376 (The Bos, 02.02.21)
Next Level @ XP: 14,301
Sentiments/Non-Humans: We are just like them; everyone different.
Sentiments/Coalition: Those guys suck. Some get along with me until they realize I’m not human.
Disposition: twitchy and inquisitive, always fiddling with some tool or project, or drinking.
Insanity: Addiction (alcoholism)
ATTRIBUTES
I.Q.: 24
M.E.: 11
M.A.: 11
P.S.: 10
P.P.: 20
P.E.: 11
P.B.: 7
Speed: 57
PHYSICAL DATA
P.P.E.: 5/5
I.S.P: 57/57
H.P.: 23/23
S.D.C.: 33/33
Age: 24
Sex: Female
Height: 4’11”
Weight: 87 lbs
Description: Millicent is a short, energetic woman. She keeps her auburn hair short and manageable. On first glance, Millicent's wider, slanted eyes might be passed off as eastern heritage, but her nose blatantly betrays her non-human lineage.
Her eyes are a warm green, hiding a few flecks of brown and gold. Her nose, nonexistent by human standards, is a pair of small symmetrical slits just above her upper lip. Her mouth is slightly wider than expected for the rest of her facial proportions, which is readily apparent when she smiles. Her ears, while not pointed, hint slightly to an sylvan appearance.
Beyond her face, Millicent appears to be a rather short (just below 5') and limber human. Her increased metabolism means she is usually snacking and never puts on wheight. Most of the work clothes she wears tends to be a size or two too big for her due to her small and lithe figure, but she has adapted.
She practically lives in her work clothes, generally changing out of them only to wash them or if social necessity dictates.
Racial Abilities
Ambidextrous
Double-Jointed, can pop joints
Leap 8’ high or lengthwise, +4’ if running start
Natural Abilities
Perception: 56%(+3%)
Charm/Impress: (P.B. 15=25%, 14=20%, etc.)
Invoke Trust/Intimidate: 15%
Max. Encumbrance: 29 lbs
Max. Carrying Weight: 100 lbs
Max. Lifting Weight: 200 lbs
Max. Jumping Ability: Leap 8’ high or lengthwise, +4’ if running start Racial
Special Abilities
1. Jury-Rig Repairs
2. Find Parts and Components
3. Recognize Machine Quality: 77%
4. Repair and Soup-up Machines & Vehicles
PsionicsMajor Psionic
Elektrokinesis (Super, varies)
Telemechanics (Super, 10)
Telemechanic Mental Operation (Super, 12)
Racial Skills
Combat Driving
Escape Artist: 74%(+5%)
W.P. Paired Weapons
W.P. Quick Draw
W.P. Targeting
Language: American: 79%(+3%)
Language: Euro: 69%(+3%)
O.C.C. Skills
Language: Native Tongue: Canadian French: 101%(+1%)
Language: Spanish: 79%(+3%)
Basic Math: 80% (+5%)
Computer Operation: 65%(+5%)
Computer Repair: 55%(+5%)
Electrical Engineer: 70%(+5%)
Find Contraband: 53%(+4%)
Jury-Rig: 60%: (+5%)
Mechanical Engineer: 60%(+5%)
Pilot: Hovercycles, Skycycles & Rocket Bikes: 95%(+3%)
Pilot: Robot (and Power Armor) Combat: Basic: 90%(+3%)
Pilot: Robot (and Power Armor) Combat: Elite Heavy Ground Robot
Radio: Basic: 75%(+5%)
Sensory equipment: 64%(+5%)
Weapons Engineer: 55%(+5%)
W.P. Blunt
W.P. Energy Pistol
O.C.C. Related Skills
Robot Mechanics: 45%(+5%)
Aircraft Mechanics: 50%(+5%)
Field Armorer & Munitions Expert: 65%(+5%)
Pilot: Robot (and Power Armor) Combat: Elite Light Power Armor (Ground)
Basic Mechanics: 55%(+5%)
Vehicle Armorer: 45%(+5%)
Secondary Skills
Automotive Mechanics: 34%(+3%)
Pilot: Hovercraft (ground): 65%(+5%)
Barter: 42%(+4%)
Lore:D-Bee: 40%(+5%)
Running (Level 1)
Combat Data
HTH Type: Martial Arts
Number of Attacks: 6
Initiative Bonus: +5
Strike Bonus: +5
Parry Bonus: +7
Dodge Bonus:+5
Auto-Dodge Bonus: +5
HTH Damage Bonus:
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +5
Bonus to Disarm:
Other: +1 to strike with any gun/bow even if no WP
Robot Combat Data: (Basic)
Number of Attacks: +7
Initiative Bonus: +5
Melee Strike Bonus: +6
Ranged Strike Bonus: +3
Parry Bonus: +8
Dodge Bonus: +6
Auto-Dodge Bonus: +5
HTH Damage Bonus:
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +5
Bonus to Disarm:
Other: +1 to strike with any gun/bow even if no WP
ELITE robot combat data: Light Power Armor (Ground)
- Attacks: 8
- Initiative Bonus: +6
- Melee Strike Bonus: +8
- Ranged Strike Bonus: +7
- Parry Bonus: +9
- Dodge Bonus: +7
- Auto-Dodge Bonus: +5
- HTH Damage Bonus:
- Bonus to Pull Punch: +8
- Bonus to Roll /w punch:+7
- Bonus to Disarm: +3
- Punch Damage: As per Robot (or Augmented) P.S.
- Power Punch: Double damage, but counts as two melee attacks.
- Tear or pry with hands: 1D4 M.D.
- Kick Damage: As per Robot (or Augmented) P.S.
- Body Block/Ram: As per Robot (or Augmented) P.S. punch damage.
- Full Speed Running Ram: Double Robot (or Augmented) P.S. punch damage, plus 01-50% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes damage and is knocked off his feet, losing initiative and two melee attacks/actions.
- Number of Attacks: +8
- Initiative Bonus: +6
- Melee Strike Bonus: +6
- Ranged Strike Bonus: +7
- Parry Bonus: +10
- Dodge Bonus: +6 (+2 in motion)
- Auto-Dodge Bonus: +5
- HTH Damage Bonus:
- Bonus to Roll w/Punch: +8
- Bonus to Pull a Punch: +7
- Bonus to Disarm: +3
- Punch Damage: As per Robot (or Augmented) P.S.
- Power Punch: Double damage, but counts as two melee attacks.
- Tear or pry with hands: 1D4 M.D.
- Kick Damage: As per Robot (or Augmented) P.S.
- Body Block/Ram: As per Robot (or Augmented) P.S. punch damage.
- Full Speed Running Ram: Double Robot (or Augmented) P.S. punch damage, plus 01-80% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes damage and is knocked off his feet, losing initiative and two melee attacks/actions.
- Stomp: 1D6 M.D. effective only against objects smaller than one third the robot's total height.
- Other: +1 to strike with any gun/bow even if no WP
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. name--List totaled bonuses from W.P. only
WP Paired Weapons
WP Quick Draw: +2 initiativeWP Targeting: +2
WP Blunt: +2
WP Energy Pistol: +2
Saving Throw Bonuses
Coma/Death:
Magic (varies):
Lethal Poison (14+):
Non-Lethal Poison (16+):
Insanity (12+):
Psionics (varies):
Horror Factor (varies):
Fatigue & Disease: +2