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Pandaemonic

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  1. Twig of the Everglades Tribal pixie and chosen follower of the Green. "The rhythm of life pulses through the swamp, echoing the heartbeat of the universe." -- Swamp Thing, Vol I Archetype: Mage- Summoner (Plant and Sun) - Illusionist - Herbal Alchemist and Face- Expert Negotiator - Everglade Contacts Metatype: Pixie Tradition: Green Mentor: The Green Man SIN: None Gender: Male Age: 16 Height: 43cm Wingspan: 98cm Weight: 10kg Hair: Green Eyes: Green Likes: Family, , Trees. Dislikes: Cats, Cities, Toxics. HISTORY
  2. Alternate shapes. Uses Ley Line Time Capsule to preserve blood supplies. When in a rush uses Time Hole to speed up shedding/gaining size. Though generally prefers to size 5-ish forms.    
  3. ATTRIBUTES I.Q. M.E. M.A. P.S. P.P. P.E. P.B. Spd 17+3% to all skills Base: 14 +3 (Shifter Mouse) 24+5 to saves vs psionics +7 to saves vs insanity Base: 21 +2 (Shifter Mouse) +1 (Village Background) 27Trust/Intimidate 92% Exceptional Mental Affinity Power Base: 25 + 2 (Village Background) 19+4 to H2H combat damage Base: 12 +1 from Acrobatics +1 from Boxing +2 from Gymnastics +2 from Physical Labour +2 from Wrestling -1 from Size 17+1 bonus to strike, parry and dodge Base: 15 +1 (Acrobatics) +1 (Gymnastics) 25+20% to saves vs coma/death +5 to saves vs magic/poison Base: 19 +1 from Acrobatics +2 from Gymnastics +1 from Physical Labour +1 from Running +1 from Wrestling 10 3222 mph Base: 20 +12 from Running S.D.C HP P.P.E 67Base: 25 (Size 5) +1d6 from Acrobatics +3d6 from Boxing +2d6 from Gymnastics +2d8 from Physical Labour +1d6 from Running +4d6 from Wrestling +2d6 from link to She Who Walks the Circle 36 206Base: 2d6x10+P.E Level: (2d6)x4 1d6x10+40 from supernatural link   CLASS R.C.C: Shifter Mouse O.O.C: Shifter Alignment: Aberrant1. Always keep his word of honor (he is honorable). 2. Lie to and cheat those not worthy of his respect; good, selfish or evil. 3. May or may not kill an unarmed foe. 4. Never kill an innocent, particularly a child, but may harm, harass, or kidnap. 5. Never torture for pleasure, but will use it to extract information. 6. Never kill for pleasure; will always have a reason. 7. May or may not help someone in need. 8. Rarely attempt to work within the law. 9. Break the law without hesitation. 10. Have no use for the law or bureaucracy, but respects honor, self-discipline and the "concept" of laws and order. 11. Work with others to attain his goals. 12. May take "dirty" money. 13. Never betray a friend. Level: 5   Shifter Mouse BIO-E: 30Animal Psionics: Telepathic Listening (10) Animal Super Abilities: Extraordinary Mental Affinity (10) Supervision: Paranormal Sight (10) (See HU2 pg170 for costs) Size: 5 (Medium)   Animal Powers Advanced VisionCan see double the usual distance and detail of normal human vision. (Source: After the Bomb pg 71) Gene ShiftAfter inserting a drop of a different mutant animal's blood, the Shifter Mouse can tum into an exact biological replica of that creature, complete with all the animal powers, animal psionics, and attributes of that specific character. Going down in size takes 2 hours per size level. Minimum size level is 3. Going up in size takes one day per size level and food. Maximum size level is 10. (Source: After the Bomb pg131)   Animal Psionics Telepathic ListeningCan read surface thoughts by focusing on a person. Range: 150ft Duration: Unlimited Saving Throw: None (Source: After the Bomb pg67)   Animal Super Abilities Extraordinary Mental AffinityAn aura of likability, confidence and trust radiates from this character. He or she is so dynamic that they are often the center of attention and make the opposite sex swoon. Increased M.A to 25 Skill bonus of +10% to added to seduction, pick pockets and all skills of deception and sleight of hand. (Source: Heroes Unlimited pg231) Supervision: Paranormal SightThe ability to see the invisible as well as Astral beings, spirits and ghosts. This ability also reveals to the character the supernatural aura of beings who are supernatural even if they are disguised to appear human. Range: 500ft (100ft/level) Bonuses:+2 to recognize and save vs illusion (Source: Powers Unlimited #1. pg45)   Human Features Hands: FullA hand with a fully opposable thumb. Perfectly functional for all kinds of tool and weapon manipulation, but it may have a different number of digits (more or less), or be shaped in a very non-human way. No penalties for the use of tools, weapons or skills. Equal to human. (Source: After the Bomb pg23) Biped: FullThis is a fully human bipedal stance. The character has the same unlimited movement as a normal, athletic human. (Source: After the Bomb pg24) Speech: FullSophisticated vocal cords equal to that of most humans. Character can learn singing, imitating voices and ventriloquism. (Source: After the Bomb pg 23) Looks: PartialThese characters look vaguely human and can pass for human in a bad light. Extreme features like heavy fur, long snouts and pointed ears are all reduced but definitely noticeable. At night, the character can pass for human if disguised in clothes that cover up the animal features. Anyone getting a good look will take the character for an intelligent half-man, half-animal. Shifter Mice, in their natural state, appear to be small, chubby, humanoids, with huge, round mouse ears, pink mouse eyes, and a cute little pointed snout with whiskers. They have four fingers on each hand, and their feet have two outside toes on each side, with a central, oversized, big toe. (Source: After the Bomb pg 23)   Shifter Communication RiftBase Chance: 45% (20% +5% per level). +20% as ritual Cost: 50 P.P.E on Nexus, 100 P.P.E near ley line, 200 P.P.E otherwise (Source: Rifts Ultimate pg 122) 45% Dimension SenseBase Skill: 63% (35% +5% per level +3% from I.Q) Source: Rifts Ultimate pg 121) Shifters are innately attuned to dimensions and dimensional energies. After only a few minutes of concentration (typically 1D6+2 minutes), they are able to tell the type of dimension (Infinite, Parallel, or Pocket), the strength of the dimensional fabric (weak, permeable, strong, or impenetrable), if the dimension world can support human life, whether it is rich or poor in magic, if it is artificially created (like a Pocket Dimension made by a Dragon or a God), and any type of unusual characteristics that might be evident, all just by “reading” a connecting Rift/dimensional portal or by meditating shortly after arriving in a new world. At a -10% skill penalty and only allowed if the player indicates what they are rolling for before the reading, they can also determine approximately when the portal will close, if it was opened deliberately or if it’s a random occurrence (and if it is random, how frequently it opens into this particular world; often, seldom, rarely), if there are any dimensional anomalies that may be attached to the portal, and if any dimensionally spanning monsters or demons are in or near the Rift. If not initially successful, it can be tried again after 24 hours or immediately if they set foot in the new world.) Note: Can be used during combat to sense if a dimension type spell is cast. Costs one melee action per round (up to 1 full minute in subsequent rounds/level.) A successful roll means they easily detect and locate any dimensional type spells used (including a Teleport, the opening of portals, etc.) for the duration of that round. Additionally, if the magic is detected, they can attempt to alter the course of the spell for the original cost of P.P.E. (it cannot be canceled, only shifted to change the location of a portal, where it leads to, close it prematurely, or to make it stay open longer.) This requires both casters to roll 1D20, high roll wins, and in the case of a tie, the defender wins. If the attempt is unsuccessful, the Shifter still spends half the original cost of the spell in P.P.E. and does not alter it. 63% Dimension Teleport HomeCost: 75 P.P.E (Source: Rifts Ultimate p122) Dimensional TravelCost: 125 P.P.E + 25 P.P.E per person (Source: Rifts Ultimate p122) Familiar Link(Source: Rifts ultimate pg 123) Sense RiftsRange: 150 miles (50 miles + 20miles per level) (Source: Rifts Ultimate pg122) Summoning(Source: Rifts ultimate pg 123) Supernatural LinkShe Who Walks The Circle. Gods of Magic Bonuses: +2 S.D.C. +1d6x10+40 P.P.E. +1 save vs magic. +3 save vs possession. +1 spell strength Spells: Choose 8. Can be from spirit or paradox shaman list.. Penalty: She Who Walks The Circle's enemies are Nathaniel's enemies.   COMBAT Hand-to-Hand: Assassin Attacks Per Round: 7+6 from H2H: Assassin +1 from Boxing WP Paired Weapons Initiative: +3+2 from H2H: Assassin +1 from WP Quickdraw Perception: +0   Body Block/TackleThis is a combination of moves that involves a body block and a knockdown attack (counts as two melee attacks). A successful body block strike does I D4 damage plus P.S. damage bonuses, and the opponent is likely to be knocked down. A successful strike always inflicts damage (from a shoulder, elbow, or tucked head), unless his opponent dodges (no damage and no knockdown), but the victim who is hit can avoid being knocked down only by trying to maintain his balance; roll percentile dice, characters with no special balancing abilities must roll above 80% or be knocked down. Those with a special balancing ability like those from Acrobatics or Gymnastics must roll under their current skill level (if 45% they must roll under 45, if 80% they must roll under 80). A successful maintain balance means the victim is not knocked down but loses one melee attack, and takes full damage. Being knocked down causes the character struck to lose initiative (if he had it) and one attack/action for that melee round, plus he is knocked 1 D6 feet away from where he was standing at the moment of the attack. A roll with impact can reduce damage by half, but counts as one melee action.: 1d4+8 Body Flip/ThrowA judo style throw or flip that uses an attacker's own momentum and leverage to "flip" or "throw" him off his feet and onto the ground. Damage is 1D6 points plus P.S. damage bonus (if any), and the victim also loses initiative (if he had it) and one melee attack. A body flip counts as one melee attack. A victim of a throw can try to roll with impact/fall to diminish the damage (half if successful), but other penalties are unchanged.: 1d4+8 ChokeSimply, a grab attack to a victim's throat. Normal strike and damage bonuses apply. Once a choke is made, assuming the defender failed to dodge or parry, the attacker can continue applying it indefmitely, doing ID6 damage, plus P.S. bonus, directly to Hit Points, for every one of the attacker's melee attacks. The victim of a choke can attack with punches, weapons, or knee attacks (but no kicks), for as long as they are held. A disarm move can be used to break the choke hold. Two-Handed Choke. Both hands must be used, and the attacker is unable to defend, dodge or roll with impact, during a choke. In other words, the attacker just stands there and ignores all other attacks. Critical or Knockout/Stun attacks from the rear can easily be done to someone doing a two-handed Choke. One-Handed Choke. If the attacker is a lot bigger than the defender, at least four Size Levels larger, then it is possible to do a choke one-handed. During a one-handed choke the attacker has a hand free for other attacks and defences, but does so with a -4 to strike or parry. Getting Out of a Choke. One way out is by brute strength. The victim and anyone attempting to help the victim, can all try to pull or push the strangler off the victim. Whoever has the greater combined strength wins (add the P.S. of anyone trying to help the victim to the victim's for a "combined" strength effort). Another way is to us a "disarm" move. The victim rolls to strike and disarm (in this case, break the attacker's hold), high roll wins. A failed disarm means the choke continues. The only other way out is to either convince the attacker to let go, or pummelling the attacker into letting go, unconsciousness, or death.: 1d4+8 Crush/SqueezeThis is a "bear hug" where the attacker grabs the victim and squeezes, doing damage from raw strength. Normal Strike and Damage bonuses apply. Once a Crush is made, assuming the defender failed to parry or dodge, the attacker can continue applying it indefinitely, doing I D4 damage, plus P.S. bonus, directly to Hit Points, for every one of the attacker's melee round actions. The victim of a crush/squeeze can attack with punches or weapons (no kicks or leg attacks), but without any P.S. damage bonuses, for as long as they are held. Natural Twenty. When the attacker strikes with a Crush/Squeeze and gets a Natural Twenty, it means that the victim's arms will also be caught in the bear hug. If this happens the victim is completely helpless, and unable to attack or resist in any way. Only outside help can break this crushing attack. Two-Handed Crush. Both hands must be used, and the attacker is unable to defend, dodge or roll, for as long as the crush/squeeze continues. In other words, the attacker just stands there and ignores all other attacks. Critical or knockout/stun attacks from the rear can easily be done to someone doing a two-handed crush (or choke for that matter). One-Handed Crush. If the attacker is a lot bigger than the defender, at least seven Size Levels larger, then it is possible to do a Crush one-handed. During a one-handed Crush the attacker has the other hand free for attacking and defending, but always with a -4 to strike or parry. Getting Out of a Crush/Sgueeze. One way out is by brute strength. The victim and anyone attempting to help the victim, can all try to break the crusher's hold and pull or push him off the victim. Who ever has the greater combined strength wins (add the P.S. of anyone trying to help the victim to the victim's for a "combined" strength effort). Crushing (supernatural) P.S. will always beat any other strength even if it is 12 points less. The only other way out is to either convince the attacker to let go, or pummelling the attacker into letting go (does not want to sustain any more damage), or into unconsciousness or death.: 1d4+8 Karate Kick: 2d6+8 Karate Punch: 2d4+8 Power KickCan be used with any kick or leg strike (but not Leaps or Jumps), doing double damage + P.S. bonus, but counts as two melee round actions .: 4d6+8 Power PunchCan be used with any hand strike, doing double damage +P.S. bonus, but counts as two melee attacks.: 4d4+8   Offensive Bonuses DisarmThe act of disarming is simply getting rid of the opponent's weapon; it does no damage. It can be used as a defensive move in place of a dodge or parry, or can be done as an attack/strike. The disarm move is a strike, hold or grappling maneuverer that causes an opponent to drop his weapon or whatever he's holding. Counts as one melee attack/action. Disarm does not give the weapon to the character making the disarm move. True, the item is forced out of the victim's grasp, but it is either knocked away or falls to the ground. Typically an opponent is disarmed on a roll of a natural 19 or 20 when used as a defensive move. Roll a disarming strike to attack as usual high roll wins. A failed disarming attack does no damage and means one's opponent remains armed, is probably mad, and ready to strike.: +2+2 from HTH: Assessin's bonus to strike. Strike: +3+2 from H2H: Assassin + 1 from P.P - Handgun: +5+2 from H2H: Assassin +1 from P.P +2 from WP Handgun - Knife: +6+2 from H2H: Assassin +1 from P.P +1 from WP Fencing +2 from WP Knife - Rifle: +6+2 from H2H: Assassin +1 from P.P +3 from WP Rifle - Sword: +6+2 from H2H: Assassin +1 from P.P +1 from WP Fencing +2 from WP Sword - Thrown: +7+3 from H2H: Assassin +1 from P.P +3 WP Targeting Pull Punch: +3+3 from H2H: Assassin   Defensive Bonuses Dodge: +3+2 from Boxing +1 from P.P EntangleA defender can attempt to trap the weapon or arm of an attacker. This is done instead of parrying or dodging and takes up one attack per melee round. Entangle is successful if the defender rolls above the attacker's strike roll. It takes one attack to entangle. An entangled opponent must use his next attack (strike) to break free while the entangler tries to hold on (works like a parry to maintain hold) or can allow his opponent to break free and immediately attack or take some other action.: +0 Parry: +3+2 from Boxing +1 from P.P - Knife: +5+2 from Boxing +1 from P.P +2 from WP Knife - Sword: +5+2 from Boxing +1 from P.P +2 from WP Sword Roll : +8+2 from Acrobatics +1 from Boxing +2 from Gymnastics +2 from H2H: Assassin +1 from Wrestling   Saves Curses: 15 Death: +8% Disease: 14 Drugs: 15 (+5+5 from P.E) Horror: +4+4 from Shifter O.O.C Insanity: 12 (+7+7 from M.E) Pain: 14 (+5+5 from P.E) Magic: 12 (+7+5 from P.E +1 from Shifter O.O.C +1 from link to She Who Walks the Circle) - Circles: 13 (+7+5 from P.E +1 from Shifter O.O.C +1 from link to She Who Walks the Circle) - Illusions: (+9+5 from P.E +1 from Shifter O.O.C +1 from link to She Who Walks the Circle +2 from Supervision: Paranormal Sight) - Mind Control: (+11+5 from P.E +1 from Shifter O.O.C for magic +4 from Shifter O.O.C for mind control +1 from link to She Who Walks the Circle) - Possession: (+14+5 from P.E +1 from Shifter O.O.C for magic +4 from Shifter O.O.C for possession +1 from link to She Who Walks the Circle for magic +3 from link to She Who Walks the Circle for possession) - Ritual: 16 (+7+5 from P.E +1 from Shifter O.O.C +1 from link to She Who Walks the Circle) Poison: - Lethal: 14 (+5+5 from P.E) - Non-lethal: 16 (+5+5 from P.E) Psionics: 12 (+5+5 from M.E) - Mind Control: (+9+5 from M.E +4 from Shifter O.O.C) - Possession: (+12+5 from M.E +4 from Shifter O.O.C +3 from link to She Who Walks the Circle)   SPELLS Spell Strength +2+1 from Shifter O.O.C +1 from link with She Who Walks the Circle   Level 1 Sense Evil (2) Sense Magic (4) Level 2 Aura of Power (4) Turn Dead (6) Level 3 Armor of Ithan (10) Energy Bolt (5) Level 4 Charismatic Aura (10) Energy Field (10) Repel Animals (7) Shadow Meld (10) Trance (10) Level 5 Calling (5) Call Lightning (15) Compulsion (20) Superhuman Strength (10) Sustain (12) Level 6 Timeslip (20) Tongues (10) Level 7 Exorcism (30) Constrain Being (20) Level 8 Commune with Spirits (25) Level 9 Summon and Control Canines (50) Protection Circle: Simple (45) Level 10 Banishment (65) Summon and Control Rodents (70) Summon Shadow Beast (140) Level 11 Re-Open Gateway (180) Summon and Control Animals (125) Level 12 Summon and Control Entity (250) Time Hole (210) Level 13 Summon Lesser Being (425) Level 14   Level 15 Dimensional Portal (1000)   R.C.C SKILLS Background: Villager Antiquarian BoxingClassic art of fighting with fists. Training helps build body and reflexes. Skilled boxes will automatically knockout opponents of a repoll on Natural Twenty. The victim of a knockout/stun will remain unconscious for 1d6 melees. Unlike normal knockout/stun the player does not have to announce that he is trying to knockout his opponent before making a roll to strike. +1 attack/melee +2 to parry and dodge +2 to roll with impact +2 to P.S +3d6 S.D.C Detect Ambush Detect Traps and Concealment GymnasticsLearning to do falls, rolls, tumbles, cartwheels, somersaults, and to work parallel bars and rings. This sport builds great upper body strength, grace and balance. Sense of Balance 68% Work parallel bars and rings 78% Back Flip 83% Basic Prowl 33% Basic Climb 28% Basic Rope/Rappel 73% +2 bonus to roll with impact +2 to P.S +1 to P.P +2 to P.E +2d6 S.D.C History Impersonation Language: DutchReplacement for Mathematics: Basic Literacy: Dutch Truck WP HandgunA familiarity with all types of projectile firing handguns. +2 to strike WP QuickdrawA practiced move in which the character gets an initiative bonus to draw and fire or throw his weapons much faaster at the first sign of danger. +1 to initiative WP RifleA familiarity with all types of projectile firing rifles. +3 to strike   Apprenticeship: Healer Animal Husbandry +10% Biology +30% Brewing +10% Chemistry +10% Herbal Medicine +20% Identify Plants & Fruits +10% Internal Medicine +5% Language: Delawaran +10% Language: Latin +10% Literacy: Latin +10% Mathematics: AdvancedReplacement for Mathematics: Basic +10% Motorcycle +5% Paramedical +5% Pathology +5% ResearchReplacement for Computer Operation +10% Surgery +10% Teamster +5% Veterinarian Medicine +20% WP KnifeCombat skill with all types of knives. +2 to strike +2 to parry O.O.C SKILLS O.C.C Skills Astronomy +20% Language: English 98% Language: Dragonese +15% Language: Demongogian+15% Literacy: English +30% Literacy: Dragonese+20% Lore: Demons and Monsters +20% Lore: Dimensions +20% Lore: Faerie +15% Lore: Magic +15% Land Navigation +10% Mathematics: Basic +20% Wilderness Survival +5%   O.C.C Related Skills Level 5: Hand to Hand: AssassinAssassin combat training enables the character to use and basic/common attacks, including Punch, Elbow, Kick, Knee, Disarm, Dodge, Entangle, Block/Tackle, Body Flip/Throw, Roll with Impact, Power Punch, Power Kick, Pull Punch and any martial arts moves noted below. Level 1 3 actions, +2 to strike, WP Paired Weapons. Level 2 +1 initiative, +2 actions. Level 3 Karate Punch (2d4), +3 to pull punch, +2 to roll. Level 4 Karate Kick (2d6), +4 damage on physical attacks, +1 initiative Level 5 +1 action. +1 to strike with thrown weapon. Intelligence +5% Literacy: Demongogian +10% Xenology +5% Zoology +5%   Level 3: Language: Gobeley +10% Language: Faerie +10% SECONDARY SKILLS Basic Package Barter Basic Mechanics Boat: Paddle Breed Dogs Brewing: Medicinal Camouflage Carpentry First Aid General Repair Holistic Medicine Horsemanship: Exotic AnimalsReplacement for Animal Husbandry Horsemanship: General Hunting Identify Plants and Fruit Jury Rig Language: Spanish Leather Working Lore: Native American Masonry MythologyReplacement for Mathematics: Basic Physical LabourNot all strength and conditioning comes from deliberate training or sports, some comes from old-fashioned hard work. This skill represents the strength and endurance gained from hard physical labour either due to a physical occupation (such as construction, ditch digging, warehouse work loading and unloading boxes, etc) or really demanding chores at home such as chopping wood, bailing hay, mending fences, etc. +2 to P.S +1 to P.E +2d8 S.D.C Preserve Food Rope Work Salvage SeductionReplacement for Land Navigation Sing Skin and Prepare Hides Track and Trap Animals TrailingReplacement for Wilderness Survival Whittling   Level 5 AcrobaticsAerial feats of agility and strength, such as walking a tightrope, high wire, trapeze, and stunts performed above the ground. Other physical abilities include rolls, somersauls, leaps and falls. Sense of Balance 73% Walk Tightrope or Hire Wire 78$ Climb Rope 83% Climbing 63% Back Flip 78% Prowl 58% Leap 14 feet high and 15 feet long Fearless of heights +2 bonus to roll with impact +1 to P.S +1 to P.P +1 to P.E +1d6 S.D.C Cook Concealment Demolitions Demolitions: Disposal Interrogation Palming Tracking Use & Recognise Poison WrestlingAs taught in High Schools and Colleges, wrestling is more a sport than a combat skill, but it does provide useful combat training. Provides the following: Pin/Incapacitate on a roll of I8, 19, or 20. Crush/Squeeze does 104 damage. Body Block/Tackle does 104 Damage and opponent must Dodge or Parry to avoid being knocked down. +1 to roll with punch/fall. +2 to P.S. +1 to P.E. +4d6 to S.D.C. WP FencingThis is the formal art of fighting with a sword and dagger. This include not only Olympic style fencing with foil, epee or sabre but also Kendo (the use of a samurai katana) and other blades. Swordmanship is practices in many places and is also all the rage, especially among the nobility, for its flashy looks and for the amount of blood it can spill. +1 to strike and parry. +1d6 to damage with a sword. WP SwordCombat skills with large and small swords, including fencing type training. Includes rapiers, sabers, two-handed, and short swords. +2 to strike +2 to parry WP TargetingExpertise with a thrown weapon and proficiency with missile weapons, such as the sling, slingshot, bolas, boomerangs, throwing sticks, throwing axes (small), throwing knives, shuriken, javelin, and throwing spear +3 to strike   Level 3 RunningA routine and exercise to build speed and endurance. The character can run at half-speed for a half-mile per point of P.E withough fatigue. If pushing oneself to the limit and running at maximum sped the character can run one third that distance before collapsing. +1 to P.E +4d4 to Speed +1d6 to S.D.C Swimming  
  4. Nathaniel Walks-at-Night Bounty Hunter. Agent of Vengeance. Skinwalker Witch "Well, Mr. There-Are-No-Whats-In-America? Hmm?" -- Mama Mousekerwitz, American Tail     R.C.C: Shifter Mouse O.O.C: Shifter Alignment: Aberrant Background: Villager Apprenticeship: ShamanHealer   Sex: Male Size: 5 (Medium) Height: 3'2 Weight: 30lbs Appearance: Fur: White Eyes: BlackNaturally pink, turned pure black through pact with She Who Walks the Circle Human Features: Hands: Full Biped: Full Speech: Full Looks: PartialShifter Mice, in their natural state, appear to be small, chubby, humanoids, with huge, round mouse ears, pink mouse eyes, and a cute little pointed snout with whiskers. They have four fingers on each hand, and their feet have two outside toes on each side, with a central, oversized, big toe.    
  5. Ability Rolls   SET I.Q. M.E M.A P.S P.P P.E P.B Spd 1 12 12 10 14 14 11 12 14 2 13 12 14 13 13 19 14 12 3 14 21 10 12 15 11 10 12 4 10 21 13 20 13 9 10 20 5 13 12 11 15 14 14 13 12 6 10 11 10 21 13 10 9 14 I.Q 14 (+3) M.E 21 (+2) M.A 14 (25) P.S 12 P.P 15 P.E 19 P.B 10 Spd 20  
  6. Hello I was thinking of making an aberrant shifter mouse / shifter (he's very shifty) with a link to She Who Walks The Circle (from Spirit West) as a gift of magic and drawing on Skinwalker mythology. A mercenary bounty hunter who hunts the supernatural for profit and vengeance. Would this be an acceptable character type?
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