Damien Riggs
Attributes
Agility 1
Appearance 0
Build 0
Creativity 0
Fitness 1
Influence 0
Knowledge 1
Perception 2
Psyche 1
Willpower 0
Secondary Attributes
Strength 0
Health 1
Stamina 30
Unarmed Damage 3
Armed Damage 4
Flesh wound Threshold= 15
Deep Wound Threshold = 30
Instant Death Threshold = 60
System Shock = 6
• Animal Handling
• Archery
• Athletics Rank 1 Complexity 1
• Business
• Combat Sense Rank 1 Complexity 3
• Craft (Specific)
• Defense Rank 1 Complexity 1
• Demolition/Traps
• Disguise
• Etiquette (Clans) Rank 1 Complexity 1
• Forgery (Specific)
• Gambling
• Gunnery (Lasers) Rank 2 Complexity 1
• Hand-to-hand
• Heavy Weapons
• Information Warfare
• Interrogation Rank 1 Complexity 2
• Investigation
• Language (Specific)
• Leadership
• Medicine
• Melee Rank 1 Complexity 1
• Natural Sciences
• Navigation (Specific)
• Negotiation
• Notice Rank 1 Complexity 2
• Personal Flight Device
• Performance Art
• Pilot (Mech) Rank 2 Complexity 1
• Riding
• Seduction
• Sleight-of-Hand
• Small Arms Rank 1 Complexity 1
• Social Sciences (Specific)
• Stealth Rank 1 Complexity 1
• Streetwise
• Survival Rank 1 Complexity 1
• Teaching
• Technical Sciences
• Tinker
• Throwing
• Trivia/Lore (Specific)
• Visual Art (Specific)
• Zero-G skill rank 3 Complexity 3
Acute Senses (sight)
The character has sharp eyes and tends to notice faraway or small items more readily than other people. He gets a +1 modifier for Notice checks based on vision. The downside is that sudden bright lights (stepping out of a dim area into sunlight) can momentarily blind a character.
AMBIDEXTROUS
The character can use either hand for tasks requiring manual dexterity without the “Using Off Hand” penalty, though he may not attack twice per action. Ambidextrous has no downside.
RADIATION VULNERABILITY
The character is exceptionally vulnerable to radiation poisoning. When making Health checks for status, he gets a -1 modifier to his dice roll.
Sunday, 6 November 2016
Friday, 30 September 2016
Nindrol Greralei
Dhampir - Dulhan
Name: Nindrol Greralei
Eyes – Blue Green
Hair - Blond
Your skin feels a little less sensitive than before. Your hair gets lighter, becoming blond. Your feet
suddenly become very uncomfortable in your boots. has pawed feat
HP : 50
Con x 5
47
MP : 45
Will x 5
Combat speed - 10
Travel Speed - 2
STR 10 (13)
CON 10 DEX 10 (11) SPD 9 INT 7 WIL 9
ARM 3
Charm Immunity
Swordsman
Armour Coat Arm: 2 Dex: 0 Heavy Armor ARM: 4 DEX -2 Nin's Emblem Shield ARM: 6 DMG: 2d4 DEX: -2 Egyptian Staff DMG: 1d6+2 ATK: +2 RNG: Touch Special: Mindless Undead hit by this staff are stunned for 1d4 rounds Oak Buckler ARM: 1 DMG: 1d2 RNG: Touch Iron Sword DMG: 1d6 RNG: Touch
Steel War Axe DMG: 2d6 RNG: Touch
260 gold
Full set of clothes Backpack Bedroll Flint and Steel
Torches (3)
Bracelet made of bronze chain with a clay tablet with
some odd runes on it.
A flask made of a silvery-black metal with a stylized heart etched into the side. Unstoppering it causes wisps
of darkness to drift out.
Candy small metal bottle. It is stamped with the image of a feather.
mysterious bottle It is clear glass and seems to be filled with a strange jello-like fluid. 5 ingots of a dark grey metal.
given to Myr
Football sized chunk of starmetal
seven ingots of a dark grey metal
STR-2 is added to damage.
Dhampir Heroes- Maximum DEX and WIL is 12 Maximum STR is 9
Combat Speed is SPD x5 Travel Speed is SPD
If you rest in the wilderness, 1 HP per CON. If you prepare
a sleeping area in a defensible spot, 2 HP per CON. If you sleep
in a home or inn, Full HP.
Braclet
+ 4 STR -1 INT -1 Will
+2 CON Mystery Bottle
+1 ARM +2 STR +2 CON -1 DEX
Jerky
+1 spd
Few inches taller
Clear Potion +2 INT +2 WIS +1 SPD +1 ARM
Your hair turns purple. Glowly Potion The glass bottle is patterned with feathers, and
the white liquid inside is faintly luminous. +2 WIS, +1 SPD, your hair becomes blond.
Old Pauldron + 1 arm Rosy Pink Metal Heart Pendant
+1 DEX +2 WIL -1 STR
You feel a little lighter, though you also grow an inch or two taller
Golden Wing Necklace STR: +4 DEX: +2 CON: +2 SPD: +4 Gain golden pupils Gain two-toned hair Egyptian Staff
+4 INT, +2 WIL, your skin becomes a little darker. shortsword, clearly very well made. The grip is red leather and brass, with a blue gem set into the pommel. The sheath is also red.
battle tech
age: 19.5
Credits: 71 xp
Salary: 10,800
Strength + 3 (-1)
Body + 3 (-1)
Reflex + 4 (requires
3) (0)
Dex + 2 (-1)
Intelligence + 5
(requires 4) (0)
Will + 2 (-1)
Charisma + 1 (-2)
Edge + 2 (-1)
Stage 1 – Major Periphery – Outworlds Alliance
Stage 1 – Farm
Stage
2 – Mercenary Brat
Stage
3 – Military Enlistment – Navy – Marine - Ships crew
walk 7
run 17
Evade 17
Sprint 34*
climb 3
crawl 2
stun 1
uncounous 1
damage body x 2 (6)
fatigue (will x 2) 4
ABLATIVE ARMOR SUIT —2/4/5/2 — 800/15 — 9.8 KG --- TORSO, ARMS,LEGS
FLAK HELMET C/A-A-A/B 1/5/1/3 25/10 — 1 KG HEAD +0 TO PERCEPTION; BAR 2 VS. FLASH
COMBAT BOOTS 2/3/3/1 48/10 — 2 KG FEET
AUTO-PISTOL 3B/4 5/20/45/105 10 50/2 — 500 G/140 G
Three clips
13.72 kg
encumbered15 kg
very encumbered 30 kg
over loaded 50 kg
martial arts basic, running
Painting Rank 1 INT 8 / CB*
Music Rank 0 INT 8 / CB*
Language
English Rank 2 INT + CHA 8 / SA
Japenesse Rank 0 INT + CHA 8 / SA
French Rank 0 INT + CHA 8 / SA
Martial Arts Rank 3 RFL 7 / SB*
Thick Skinned
Connections +40
Rank +100
Thick Skinned
In For Life -100
walk 7
run 17
Evade 17
Sprint 34*
climb 3
crawl 2
stun 1
uncounous 1
damage body x 2 (6)
fatigue (will x 2) 4
ABLATIVE ARMOR SUIT —2/4/5/2 — 800/15 — 9.8 KG --- TORSO, ARMS,LEGS
FLAK HELMET C/A-A-A/B 1/5/1/3 25/10 — 1 KG HEAD +0 TO PERCEPTION; BAR 2 VS. FLASH
COMBAT BOOTS 2/3/3/1 48/10 — 2 KG FEET
AUTO-PISTOL 3B/4 5/20/45/105 10 50/2 — 500 G/140 G
Three clips
13.72 kg
encumbered15 kg
very encumbered 30 kg
over loaded 50 kg
martial arts basic, running
Animal Handling rank 0 WIL 7 / SB
Acrobatics/Free
fall Rank 1 RFL 7 / SB
Career/Agriculture Rank 1 INT 7 / SB
Career/Soldier Rank 2 INT 7 / SB
Career/
Ships Crew Rank 2 INT 7 / SB
Computers Rank 1 INT 8 / CB*
Demolitions Rank 1 DEX + INT 9 / CA
Driving/Ground Vehicle Rank 4 RFL + DEX 8 / SA
Gunnery/Space
Craft Rank 2 RFL + DEX 8 / SA
gunnery/mech Rank 6 RFL + DEX 8 / SA
Interest/Painting Rank 1 INT 8 / CB*
Music Rank 0 INT 8 / CB*
Language
English Rank 2 INT + CHA 8 / SA
Japenesse Rank 0 INT + CHA 8 / SA
French Rank 0 INT + CHA 8 / SA
Martial Arts Rank 3 RFL 7 / SB*
Medtech Rank 1 INT 7 / SB
Navigation/space Rank 1 INT 7 / SB
Negotiation Rank 1 CHA 8 / CB
Perception Rank 8 INT 7 / SB
Navigation/space Rank 1 INT 7 / SB
Negotiation Rank 1 CHA 8 / CB
Perception Rank 8 INT 7 / SB
pilot/mech Rank 6 RFL + DEX 8 / SA
Security Systems
/ Electronic Rank 1 DEX + INT 9 / CA
Sensor
Operations Rank 2 INT + WIL 8 / SA/ Electronic Rank 1 DEX + INT 9 / CA
Small
Arms Rank 4 DEX 7 / SB
Streetwise/Outworlds Rank 1 CHA 8 / CB
Survival/ Forest Rank 0 BOD + INT 9 / CA
Swimming Rank 0 STR 7 / SB
Tactics/ land Rank 0 INT + WIL 9 / CA
Technician
/Electriction Rank 1 DEX + INT 9 / CA
/Electriction Rank 1 DEX + INT 9 / CA
/Mechanic Rank 1 DEX + INT 9 / CA
Zero
G Operations Rank 4 RFL 7 / SB
G-Tolerance
In for Life Thick Skinned
Connections +40
Tech Empathy +20
Toughness + 50 xpRank +100
Thick Skinned
In For Life -100
G-Tolerance
+ 135
Strength + 375 (-1)
Body + 375 (-1)
Reflex + 400 (requires
3) (0)
Dex + 225 (-1)
Intelligence + 500
(requires 4) (0)
Will + 235 (-1)
Charisma + 100 (-2)
Edge + 235 (-1)
Animal Handling + 20 xp
Acrobatics/Free
fall + 30
Career/Agriculture + 20
Career/Soldier +50
Career/
Ships Crew +60
Computers
+ 30
Demolitions
+ 30
Driving/Ground Vehicle
+ 140
Gunnery/Space
Craft + 60
gunnery/mech +250
[Secondary
Languages] French, Japanese; Primary English +70
Secondary Japeneses +20
Language French + 20
Interest/any + 35
Interest/any + 25
Martial Arts +80
Medtech + 40 XP
Navigation/space +30
Negotiation + 55
Perception + 385
Survival/any +20
xpNavigation/space +30
Negotiation + 55
Perception + 385
pilot/mech
+ 250
Security Systems / Any
+ 30
Sensor
Operations +50
Small
Arms + 145 xp
Streetwise/Outworlds + 40xp
Swimming +20
Tactics/any + 20
Technician/Any + 30
Technician/Any + 30
Zero
G Operations + 151
Connections +40
Tech Empathy +20
Toughness + 50 xpRank +100
G-Tolerance
+ 135
XP: 5,000
minus – 850
Minus – 100
minus – 275
minus – 600
minus – 720
minus – 180
Plus - 36
Plus - 30
minus - 455
Plus - 30
minus – 585
Minus 300
minus 150
minus 700
minus 61
minus 120
Saturday, 3 September 2016
Whiteclaw
Thranquil
Whiteclaw
Attributes:
I.Q.
11 M.E. 8 M.A. 7 P.S. 7 (Supernatural Strength)
P.P.
10 P.E. 16 P.B. 4 Spd 13
see the invisible
Hit Points: 34
S.D.C.: 46
Race: Palladium Ratling Height: 4 foot tall Weight: 60 pounds
Natural
Armor Rating: None Horror
Factor: 11, P.P.E.: 55
PPE: 45
ISP: 415
Sixth Sense
ISP: 415
Sixth Sense
9,050
+5 to strike
+3 to strike with blunt
+2 to parry with blunt
+1 to throw blunt
+2 to strike with handgun
+3 to strike with sword
+2 to parry with sword
+1 to thrown sword
+3 to strike with blunt
+2 to parry with blunt
+1 to throw blunt
+2 to strike with handgun
+3 to strike with sword
+2 to parry with sword
+1 to thrown sword
+
2 to perception rolls, +2 to save vs fatigue and disease +2 to pull
punch, + 2 to roll with punch fall or impact
+2
to parry and dodge +1 disarm +4% save vs
coma/death +1 save vs magic and death
Natural
Abilities: Keen color vision, nightvision 40 ft (12.2 m; can see
in total darkness), excellent nightvision (can see in one tenth the
light that humans need), poor day vision 90 ft (27.4 m), sensitive
whiskers help them maneuver in the dark or when blind (usual
penalties are half), keen
hearing,
Class
Abilities:
Jury-Rig Repairs: They take half the time and last twice as long
Jury-Rig Repairs: They take half the time and last twice as long
Find
Parts and Components: +20% to
find contraband related to Vehicular M.D. Weapons, M.D.C. materials,
power supplies, communications systems, Electronics, Generators,
Fuel, Mechanical parts and Components. This is in addtion to Normal
Find Contraband skill whenever such items are involved. Gets these
items at a discount – 30% off as a professional courtesy from most
other operators and the black market. 50% discount from junkyards and
salvage companies, and a 65% discount if he trades at least 12 hours
of his work at a Garage, Machine shop, or Factory for free. Every 12
hours he can get up to 100,000 credits worth of parts or materials
Recognize
Machine Quality: 73% + 3%
Repairs
and Soup-Up Machines and Vehicles
Repairs
for cheap: Can completely
repair repair most parts, machines and vehicles at a cost of 25% of
its original list price (plus his time if he's charging for it;
typically another 30% to 50%). Requires the right parts and the time
to make the Repair
Reduce
M.D.C. On the main body and key
sections at a cost of 1200 credits per every one M.D.C. Point
restored. Cannot exceed the original M.D.C amount.
Add
M.D.C. To brand new vehicles
and body armour. The precentage increase depends on the Operators
level of skill and experience; +5 % at levels 2, 4, 6, 10, 12 and 14.
Maximize
Performance: Can tweak a
vehicle or most any machine to perform better. Can Increase speed
20%, range (of weaposn, radio signals, sesnsors, etc. ) + 10%, reduce
weight by 10%, and add one extra weapon or feature per body area of a
vehicle or standing fortification (Front/nose, Mid-section, rear
section, top/roof, bottom/undercarriage, and wing)
Sixth Sense
Range: 90 feet (27.4 m).
Duration: Until the danger passes or happens. Bonuses apply only to
the first melee round of the attack from the source of the sensed
danger.
I.S.P.: 2
Saving 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 90
feet/27.4 m). 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 knows is that something life threatening will happen within the next 60
seconds (4 melees)!
The sixth sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet/27.4 m or a flash flood is rushing his way) 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 first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed. +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.
Range: 90 feet (27.4 m).
Duration: Until the danger passes or happens. Bonuses apply only to
the first melee round of the attack from the source of the sensed
danger.
I.S.P.: 2
Saving 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 90
feet/27.4 m). 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 knows is that something life threatening will happen within the next 60
seconds (4 melees)!
The sixth sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet/27.4 m or a flash flood is rushing his way) 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 first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed. +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.
Penalties: -10%,
find contraband, intelligence, performance, public speaking
seduction, and sing
-20% on
interrogation
Bonuses: +5% on
gambling, prowl, undercover ops, and surveillance
Skills
of Note:
Western
English 98%,
Gobblely/Goblin
98%
Dwarven
98%.
climb
70%
swim
70%
imitate
voices 60%
Language:
Euro 87% +3%
Basic
Math 90% +5%
Computer
Operation 95% +5%
Electrical
Engineer 80% +5%
Electricity Generation 60% + 5%
Electricity Generation 60% + 5%
Dance 55% +5%
Sewing 65% +5%
Find
Contraband 60% +4%
First
Aid 55% +5%
Jury
Rig 70% +5%
Naval
History 55% +5%
Naval
Tactics 55% +5%
Mechanical
Engineer 70% +5%
Optic
Systems 70% +5%
Surveillance 70% +5%
Pilot:
Airplane 85% +4%
Pilot:
Boat Ships 85%/70% +5%
Pilot:
Jet Pack 67% +4%
Radio:
Basic 85% +5%
Navigation 65% +5%
Sensory
Equipment 75% +5%
Weapon
Systems 65% +5%
Weapons
Engineer 65% +5%
Automotive
Mechanics 60% +5%
Locksmith 60% +5%
Robot
Mechanics 55% +5%
Computer
hacking 60% +5%
Computer Programing 65% +5%
Road-wise 61% +4%
Prowl 25% +5%
W.P. Blunt
W.P. Blunt
W.P.
Sword
W.P.
Energy Pistol
Hand
to Hand: Basic
1d8 restrained sdc - 4d8 sdc full punch - 1d6 md on power punch
1d8 restrained sdc - 4d8 sdc full punch - 1d6 md on power punch
Weapons:
Wrench – 2d8S.D.C
Wrench – 2d8S.D.C
Hammer
– 2d8 SDC
Equipment:
A weapon for each W.P.
Vibro-Saber
(short sword). Mega-Damage: 2D6
M.D.
NG-33
Laser Pistol
Weight:
4 lbs (1.8 kg).
Range:
800 feet (244 m).
Mega-Damage:
1D8 M.D. per blast for the original Block I weapon.
2D6
M.D. for the NG-33 Block II; same price.
Rate
of Fire: Each shot counts as one melee attack.
Payload:
20 shots.
Bokken:
Damage: 2D6 S.D.C.
hand gun
6 in chamber
box of ammo 29
1d 10 mdc
hand gun
6 in chamber
box of ammo 29
1d 10 mdc
NG
A8 Scout Armor
Weight:
12 lbs (5.4 kg).
Mobility:
Excellent mobility; -5% to Climb,
Prowl, Swim, perform Acrobatics and similar physical
skills/performance.
Light
or medium M.D.C armour with +10%
M.D.C.
by Location: with extra armour
Head/Helmet
– 47 Arms – 33 each Legs – 53 each Main Body – 66
Note:
This is not full environmental
armor and does not have a
cooling
system or independent oxygen supply.
Portable
tool kit with an electric screwdriver and additional interchangeable
heads, wrenches, etc, large tool kit, soldering iron, laser torch, a
roll of duct tape, two rolls of electrical tap, pen flashlight, large
flashlight, 200 feet of super lightweight rope, a couple knives,
notebook, portable disc recorder, portable language translator,
protective goggles, work gloves, backpack, satchel, large sack,
canteen, set of work clothes, overalls, utility belt, air filter,
2
pens 2 pairs of thin doctor's gloves, 12 flares
Credits:
3,200 Black Market sell-able goods: 9,000
Wiki's
Jet Pack
Crew:
One Rider
Maximum
speed: 120 mph (192 km/hr)
Maximum
range: 800 miles (1280 km)
Size:
3 feet (0.9 m), 45 Lbs (20 kg)
MDC
by location: main body: 30
Black
market cost: 50,000 credits for electric
Weapons:
None
Monday, 16 May 2016
pyroman
Pryo Man | ||||
stat | bonus | |||
Strength | 30 | 10 | ||
Dexterty | 30 | 10 | ||
Constition | 26 | 8 | ||
Intelegence | 16 | 3 | ||
Wisdom | 10 | 0 | ||
Charisma | 10 | 0 | ||
Class: | Acrobat | Level: | 1 | |
HP: | D8+8 | |||
Base | Attribute | bonus | Total | |
Attack Bonus | 0 | 5 | 5 | |
Armour Class | 10 | 6 | 16 | |
Reflex: | 2 | 8 | 10 | |
Will | 0 | 0 | 0 | |
Fort | 0 | 8 | 8 | |
cost | ranks | effect | ||
Armour | 3 | 5 | 25 points of reduction | |
attack combat Mastery | 3 | 5 | +5 BAB | |
Damage Absorption (fire/heat) | 10 | 5 | Absorbs and adds up to 25 damage to HP | |
Defense Combat Mastery | 2 | 6 | +6 to base AC | |
Enhanced Dexterity | 2 | 1 | +4 to Dexterty | |
Extra Defenses | 3 | 5 | Gives 5 defenses at full AC | |
Jumping | 1 | 5 | Jump some distance | |
Special Attack – flame thrower gun arm | 4 | 8 | Burning, Pentrating x 2, Damage 5d10+12 | |
Spreading, Short Range | ||||
Special Movement | 1 | 1 | Balance | |
Skills: | Ranks | Attribute | Total | |
Acrobatics | 10 | 10 | ||
Burglary | 10 | 10 | ||
Climbing | 10 | 10 | ||
Sports | 10 | 10 | ||
Stealth | 7 | 10 | 17 | |
Swimming | 10 | 10 | ||
Ranged Defense | 4 | 4 | ||
Unarmed Attack | 4 | 4 | ||
Unarmed Defense | 4 | 4 |
Sunday, 1 May 2016
fist
Name: Fist Race:
Warforged
Strength: 12 +1
Dexterity: 18 +4
Constitution: 18 +4
Dexterity: 18 +4
Constitution: 18 +4
Intelegent: 11 +1
Wisdom: 20 +5
Charisma: 10 +0
Wisdom: 20 +5
Charisma: 10 +0
HP: 60
hit dice : 1d8
Unarmed AC: 19
Armed AC: 23
XP: level 6
19625
hit dice : 1d8
Unarmed AC: 19
Armed AC: 23
XP: level 6
19625
Proficiency Bonus: +3
Ki Points: 6
Fate Points optimal max: 5
Fate points current max: 4
Fate Points optimal max: 5
Fate points current max: 4
Saving Throws:
Strength, Dexterity
Weapons: Simple weapons, short swords
Weapons: Simple weapons, short swords
Extra attack
Skill Proficiency:
Athletics, History, Intimidation, Religion
Tool Proficiency:
Cards, Vehichle (Land) [Triclye], Flute
Equipment: Copper Anvil
(Private Insginia), Broken Blade, Set of Cards, Set of common
clothes, and a belt pouch containing 10 GP.
Prayer book of the mountain father - the king of all mountains
Prayer book of the mountain father - the king of all mountains
Gold plated small sized rapier
Explorers Pack
10 Darts
normal katana x 2
Katana of the dragons of light and shadow
+3 to AC
+3 to Damage
+ 3 to hit
+d6 radiant
+d6 necordic
normal katana x 2
Katana of the dragons of light and shadow
+3 to AC
+3 to Damage
+ 3 to hit
+d6 radiant
+d6 necordic
Chest
A dead scarb beetle the size of my hand
250 GP worth of rubies
49 gold
95 silver
6 wands of healings
A dead scarb beetle the size of my hand
250 GP worth of rubies
49 gold
95 silver
6 wands of healings
Height: 6'6”
Weight: 300 lbs
Size: Medium
Speed: 45 feet
Vision: Normal
Speed: 45 feet
Vision: Normal
Languages: Common,
Dwarvish
Personality Trait:
Crude sense of Humor, and I can stare down a hell hound without
flinching.
Living Construct: You
are a living construct, and do not eat, drink, breath. You do not
need to sleep, and instead enter a state of inactivy for six hours to
gain the benefits of a long rest. While in this state you are aware
of approaching enemies and other events taking place. You are also
considered a construct for the purposes of effects that deal with
Creature Type.
Components: You may embed weapons and armour which you proficient directly into your body. Embedded weapons may be drawn or stowed as a bonus action and all attempts to disarm you have disadvantage. You never need to take off embedded armour for any reason and suffer no penalty for resting while wearing armour. Additionally, embedded weapons and armour count as thought they weigh half as much as normal.
Warforged Resilience: Once per day when you make a death saving throw you may reroll the saving throw and use that result Additionally you are immune to the effects of extreme heat and cold
Ki Projection
Components: You may embed weapons and armour which you proficient directly into your body. Embedded weapons may be drawn or stowed as a bonus action and all attempts to disarm you have disadvantage. You never need to take off embedded armour for any reason and suffer no penalty for resting while wearing armour. Additionally, embedded weapons and armour count as thought they weigh half as much as normal.
Warforged Resilience: Once per day when you make a death saving throw you may reroll the saving throw and use that result Additionally you are immune to the effects of extreme heat and cold
Ki Projection
You can spend 1 point to gain advantage on your next
deception intimidation or Persuasion check
S l o w Fa l l
Beginning at 4th level, you can use your reaction when
you fall to reduce any falling damage you take by an
amount equal to five times your monk level.
K i - E m p o w e r e d S t r i k e s
Starting at 6th level, your unarmed strikes count as
magical for the purpose o f overcoming resistance and
immunity to nonmagical attacks and damage.
deception intimidation or Persuasion check
S l o w Fa l l
Beginning at 4th level, you can use your reaction when
you fall to reduce any falling damage you take by an
amount equal to five times your monk level.
K i - E m p o w e r e d S t r i k e s
Starting at 6th level, your unarmed strikes count as
magical for the purpose o f overcoming resistance and
immunity to nonmagical attacks and damage.
Ideal: Greater Good:
our lot is to lay down our lives in the defense of others.
Bond: Those who fight
beside me are worth dying for.
Flaw: My hatred of
enemies is blind and unreasoning.
D u a l W i e l d e r
You master fighting with two weapons, gaining the
following benefits:
• You gain a +1 bonus to AC while you are wielding a
separate melee weapon in each hand.
• You can use two-weapon fighting even when the onehanded
melee weapons you are wielding aren’t light.
• You can draw or stow two one-handed weapons when
you would normally b e able to draw or stow only one.
You master fighting with two weapons, gaining the
following benefits:
• You gain a +1 bonus to AC while you are wielding a
separate melee weapon in each hand.
• You can use two-weapon fighting even when the onehanded
melee weapons you are wielding aren’t light.
• You can draw or stow two one-handed weapons when
you would normally b e able to draw or stow only one.
Martial Arts: d4
Ki Points: 3
Unarmoured Movement:
+10 feet
Features:
Unarmoured Defence, Martial Arts
Unarmoured Defence, Martial Arts
2nd lvl
Ki, and Unarmoured movement
Ki, and Unarmoured movement
3rd
Monastic Tradition and Deflect Missle.
Monastic Tradition and Deflect Missle.
4th
slow fall
5th
extra attack, stunning fist
Ki points 5
Flurry of blows
Patient Defence
Step of the Wind
Way of the Kensai
Keen Blade +2
Unarmed damage: 1d6
Katana - 1d10+6
Katana - 1d10+6
Saturday, 9 April 2016
mercedes-4
Attribute | Before Mutation | Bonus | After Mutation | Bonus | Human Max | Bonus | |
Strength | 14 | 2 | 26 | 8 | 24 | 7 | |
Dexterity | 20 | 5 | 40 | 15 | 24 | 7 | |
Constitution | 16 | 3 | 16 | 3 | 3 | ||
Intelligence | 14 | 2 | 14 | 2 | 2 | ||
Wisdom | 16 | 3 | 16 | 3 | 3 | ||
Charisma | 20 | 5 | 20 | 5 | 5 | ||
Hit Points | 21 | ||||||
Attack Bonus | 2 | ||||||
Saves | Adventure Bonus | Before Attribute Bonus | Total | After Mutation | Total | Human Max | Total |
Reflex | 1 | 5 | 6 | 15 | 16 | 7 | 8 |
Will | 1 | 3 | 4 | 3 | 4 | 3 | 4 |
Fortitude | 1 | 3 | 4 | 3 | 4 | 3 | 4 |
Skills | Ability | Specialty | Skill Points | Human Skill Bonus | Mutant Skill Bonus | Human Max Bonus | |
Acrobatics | Dex | Jumps | 6 | 11 | 21 | 13 | |
Burglary | Dex | 2 | 7 | 17 | 9 | ||
Climbing | Str | Walls | 5 | 7 | 13 | 12 | |
Controlled Breathing | Con | Holding Breath | 2 | 5 | 10 | 5 | |
Domestic Arts | Wis | Cooking | 1 | 4 | 4 | 4 | |
Intimidate | Cha | 3 | 8 | 6 | 8 | ||
Languages | Int | 4 | 6 | 6 | 9 | ||
Occult | Int | 2 | 4 | 4 | 4 | ||
Power Usage | 2 | 2 | 2 | 2 | |||
Seduction | Cha | 2 | 7 | 7 | 7 | ||
Sleight of Hand | Dex | Pick Pocketing | 2 | 7 | 17 | 9 | |
Stealth | Dex | 11 | 16 | 26 | 18 | ||
Level | 4 | 11 | |||||
Max Human skill points | |||||||
Strength | 14 | ||||||
Dexterity | 14 | ||||||
Constitution | 14 | ||||||
Intelligence | 14 | ||||||
Wisdom | 14 | ||||||
Charisma | 14 |
Languages:
Native:
French
Bonus:
English, Morse-Code, Bralil, Hebrew, Sign language, Genousian,
Wakandan, Shi'arian
Points
Spent:
110
Power
Limitations and Withdraws:
Massive
Damage tied to speed
Power
Bonuses:
Huh?
Power
|
Rank
|
Cost
|
Effect
|
Enhanced
Dex
|
5
|
2
|
|
Enhanced
Strength
|
3
|
2
|
|
Force
Field
|
3
|
|
Shield
of 30 points that can be pulled up and down
|
Heightened
Senses
|
7
|
1
|
Sees
the Entire
Electromagnetic
spectrum
(Gamma
radiation, Ultraviolet Radiation, infrared Radiation, Terahertz
Radition, Microwave Radiation, and Radio Waves)
|
Jumping
|
4
|
1
|
Jumps
100 yards / 91.44 meters
|
Special
Movement
|
4
|
1
|
Untrackable,
Wall Bounce, Wall Climbing
|
Speed
|
5
|
6
|
10,000
mph / 16093.44kph
|
Feature
|
3
|
1
|
Appearance
x 3
|
Massive
Damage
|
5
|
2
|
5d3+10
– tied to speed
|
Unknown
Super Hero Power
|
------
|
56
|
72
points remain
|
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