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Tibalt B. Detweiler

Heavy Weapons/Vehicle Specialist & Mad Engineer

Level: 5

Alignment: Unprincipled

RCC: Mutant Badger (elite militia background)
OCC: Alpha Tactical Armored Corps (ATAC): MOSs: Mecha Engineer, Mechanic

Rank from militia days: Sergeant

Attributes

IQ ME MA PS PP PE PB SPD
14 12 9 42 16 23 9 28

SDC HP
84 42

Primary Skills

Common

Language (native) 88%
Literacy (native) 80%

Domestic

General Repair & Maintenance 65%

Military

Land Navigation 64%
Military etiquette 55%
Optic Systems 50%
Recognize Weapon Quality 80%

Physical

Acrobatics
Athletics
Gymnastics
Hand to Hand: Expert
Physical Labor

Running
Wrestling

Pilot

Aircraft Mechanics: 72%
Auto Mechanics: 90%
Combat Driving: (special)
Mecha Elite Combat Training: All ground varicrafts
Pilot: Auto: 98%
Pilot: hover vehicles: 98%
Pilot: Tanks and APCS: 88%
Pilot: Ground varicrafts: all 89%
Sensory Equipment: 65%
Vehicle Weapon Systems: 70%
Weapon Systems: 75%

Scientific/Scholastic

Etherionics: Basic: 75%
Etherionical Engineering: 75%
Mathematics: Basic: 90%
Mathematics: Advanced 74%
Mecha Engineering: 70%
Mechanical Engineering: 85%
Robot Etherionics: 55%
RoboEtheriTech Engineering: 65%
Vehicle Armorer: 60%
Robot Mechanics: 55%

Technical

Blacksmith: 85%
Ethericom: Basic communications: 80%
Etherium Discriminator Operation: 80%
Jury Rig: 65%
Locksmith: 55%
Mechanics: Basic: 70%
Sculpting/Whitling: +10%

Ancient Weapons

Blunt
Shield
Staff
Targeting

Modern Weapons

Automatic & semi-automatic rifle
Etherium Pistol
Etherium Rifle
Heavy Military Weapons
Shotgun

 

Secondary Skills

Domestic

Animal Husbandry 55%
Barter 46%
Hunting
Identify Plants and fruits 45%
Preserve Food 50%
Sign Language 61%
Sing 60%
Skin and Prepare Hides 50%
Track 50%
Trap Animals 45%
Wilderness Survival 50%

Medical

Holistic Medicine 40%
Brewing: Medicinal
First Aid 65%

Military

Camouflage 40%

Physical

Body Building
Climbing 80% (rappeling 60%)
Prowl +55% (maybe bonus from gymnastics?)

Pilot

Boat: Paddle: 80%
Construction & Farming Equipment: 60%
Horsemanship: General
Navigation: 70%

Sailing: 80%
Teamster/Wagoneer: (secondary) 65%

Rogue/Thief/Espionage

Card Shark 40%

Technical

Breed Dogs
Brewing
Leather Working: 50%
Masonry: 50%
Photography (secondary)
Plumbing
Rope Works: 50%
Salvage:

Ancient Weapons

Sword
Pole Arm
Knife
Spear
crossbow
battle axe
chain
grappling hook
Archery
Paired weapons 

Modern Weapons

Revolver
Repeating rifle (bolt action but since this is older times could be lever, etc)

 

Combat Information

Movement: leap 12' high and 13' long
Roll with Falls, etc +10
Parry/Dodge +7 (+8 parry w/shield)
Pull Punch +2
Strike +3
Attacks per melee: 6
Automatic knockout on natural 20
Pin/Incapacitation on 18-20
Crush/Squeeze 1d4
BodyBlock/Tackle 1d4 and opponent must dodge or be knocked down
Kick 1d6
Razor Fingernails 1d6
+27 hand to hand combat damage

+14% save vs coma/death
+4 save vs. magic/poison
+1 save vs. horror factor

Bush Knife 2d4
Angus .48 Magnum Revolver 5d6+2 250'
Canadian Assault Rifle 5d6 / 1d6*10 3 round burst 1250'

Vril Assault Rifle 3d6*10 / 1d4*100+60 3 round burst 2000'

Body Armor 2110 SDC
Tactical Shield 250 SDC

WP bonuses
Burst shots +1
Aimed shots +4

Mecha Combat Information

Robotic PS 42
Restrained punch 1d6*10
Full-Strength punch 3d6*10
Power Punch (counts as 2 actions) 1d6*100
tear/pry/crush 1d8*10
stomp 2d6*10
kick 5d8*10
leaping kick (counts as 2 actions) 1d8*100
body block/ram 2d6*10 per 20 mph. counts as 2 attacks and has 60% knockdown chance

Attacks per melee: 8 (basic pilot stats already included)
+2 initiative
+5 strike w/ long range
+6 strike w/ punch/stomp/kick
+11 parry
+10 dodge
+3 disarm
+6 pull punch
+13 roll with impact

Particle Cannon - Artillery Form (robot form with no strike bonus)
Fires Livinised Particles at high velocity
Damage 2d10*100+200
Range 8000 feet
rate twice per melee round
payload unlimited
chance to knockdown anything under 50 tons

Triple Barreled Levin Pulse Cannon - Artillery Form
1d6*100
range 1800 feet
rate of fire 1/attack
payload unlimited

Vril (assuming that is Svartalf's word for lasers) Pod
Transport form - forward only
Robot form - functions as rifle
1d8*10 single blast
1d4*100 five round burst
each blast or burst is 1 attack
Payload 140 single shots or 28 bursts
recharge rate 1blast/2 minutes (3 hours to full charge from empty)

Note: Need to add size/weight and speeds

Equipment

100 bucks

Basic Clothing & Travel equipment
'military quality weapon' (asault, submachine or sniper rifle)
pistol
Bush Knife
Body Armor
Shield
Energy rifle w/ 4 reloads
combat patrol pack & tactical gear
uniforms
Convert savings/pay to toolset?

Personality

Tibalt is gruff and tends to be focused on whatever problem is immediately in front of him, which makes him a great person to have repair equipment, but not such a great person for keeping watch. He tries to be a good comrade and be friendly/approachable (easier to take care of a problem early when it's small after all), but it does not come naturally to him.

Backstory

Tibalt is/was part of an elite heavy weapon militia unit of the Watchers. Though he started as an artilleryman, he quickly moved to becoming a weaponsmith, and an experimental one at that. He is currently on detachment testing a prototype mobile, self-propelled etherium particle canon platform that he helped design and construct.

 

Edited by Inash (see edit history)
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Tibalt B. Detweiler

Heavy Weapons/Vehicle Specialist & Engineer

Level: 5

RCC: Mutant Badger (elite militia background)

OCC: Alpha Tactical Armored Corps (ATAC): MOSs: Mecha Engineer, Mechanic

Attribute sets

set 1: IQ 11, ME 19, MA 11, PS 11, PP 12, PE 13, PB 20, Spd 13
set 2: IQ 14, ME 12, MA 8, PS 8, PP 17, PE 11, PB 13, Spd 8
set 3: IQ 11, ME 15, MA 11, PS 13, PP 22, PE 9, PB 11, Spd 14
Set 4: IQ 9, ME 15, MA 15, PS 12, PP 9, PE 12, PB 15, Spd 10
Set 5: IQ 14, ME 11, MA 9, PS 23, PP 12, PE 15, PB 9, Spd 11
Set 6: IQ 12, ME 30, MA 10, PS 8, PP 13, PE 13, PB 13, Spd 17

Attributes: IQ 14, ME 12, MA 9, PS 42, PP 16, PE 23, PB 9, Spd 28Starting Point:
IQ 14, ME 11, MA 9, PS 23, PP 12, PE 15, PB 9, Spd 11
Badger: +3 PS, +1 pp, +2 pe
Size (7): +1 PS
ATAC OOC: +1d4 PS (rolled3), +1 PE
Elite Militia Background: +1 ME, +1 PP, +4 SPD
Boxing: +1d4 ps (rolled 2)
Athletics: +1 PS, +1d4 spd (rolled 2)
Gymnastics: +2 PS, +1 PP, +2 PE
Physical Labor: +2 PS, +1 PE
Running: +1 PE, +4d4 spd (rolled 11)
Wrestling: +2 PS, +1 PE
Acrobatics: +1 PS, +1 PP, +1 PE
Body Building: +2 PS

Net:
+1 ME, +19 PS, +4 PP, +8 Pe, +17 Spd


IQ 14, ME 12, MA 9, PS 42, PP 16, PE 23, PB 9, Spd 28

SDC: 845d6+16 from OOC + 10 from background+1d6 from running +2d8 from physical labor, +1d6 athletics +10 body building + 4d6 wrestling + 2d6 gymnastics + 1d6 acrobatics

Domestic Skills

Animal Husbandry: 55%
Barter: 46%
Identify Plants and fruits: 45%
Hunting:
General repair & Maint: 65%
Language (native):88%
Literacy (native): 80%
Preserve Food: 50%
Sign Language: 61% (secondary)
Sing: 60%
Skin and Prepare Hides: 50%
Track and Trap Animals: 50% & 45%
Wilderness Survival: 50%

Medical Skills

Holistic Medicine: 40%
Brewing: Medicinal
First Aid: 65%

Military Skills

 

Camouflage: 40%
Land Navigation: 64%
Military etiquette: 55%
Optic Systems: 50%
Recognize Weapon Quality: 80%

Physical Skills

 

Hand to Hand: Expert (duplicated)
Boxing
Athletics
Gymnastics
Physical Labor
Running
Wrestling
Acrobatics (replace dup H2H)
Body Building (replace dup physical labor)
Climbing (secondary)
Prowl (secondary)

Pilot Skills

Aircraft Mechanics: 72%
Auto Mechanics: 90%
Boat: Paddle: 80%
Sailing: 80% (replace duplicate)
Navigation: 70% (replace duplicate)
Combat Driving: (special)
Horsemanship: General
Vehicle Weapon Systems: 70%
Construction & Farming Equipment: 60%
Pilot: Auto: 98%
Pilot: hover vehicles: 98%
Mecha Elite Combat Training: All ground veritechs varicrafts: +14%
Pilot: Tanks and APCS: 88%
Pilot: Ground veritechs varicrafts: all 89%
Weapon Systems: 75%
Sensory Equipment: 65%
Teamster/Wagoneer: (secondary) 65%

Rogue/thief/espionage skills

Card Shark (secondary):40%

Scientific/Scholastic Skills

Electronics Etherionics: Basic: 75%
Electrical  Etherionical Engineering: 75%
Mathematics: Basic: 90%
Mathematics: Advanced 74%
Mecha Engineering: 70%
Mechanical Engineering: 85%
Robot Electronics Etherionics: 55%
Robotechnology  RoboEtheriTech Engineering: 65%
Vehicle Armorer: 60%
Robot Mechanics: 55%
 

Technical Skills

Blacksmith: 85%
Breed Dogs
Carpentry: 50%
Computer Etherium Discriminator Operation: 80%
Jury Rig: 65%
Locksmith: 55%
Mechanics: Basic: 70%
Sculpting/Whitling: +10%
Leather Working: 50%
Masonry: 50%
Radio Ethericom: Basic communications: 80%
Rope Works: 50%
Salvage:
Photography (secondary)
Plumbing (secondary)
Brewing (secondary)

Ancient Weapon Proficiencies

Blunt
Targeting
Shield
Staff
Sword
Pole Arm
Knife (secondary)
Spear (secondary)
crossbow(s)
battle axe (s)
chain (S)
grappling hook (S)
Archery (s)
Paired weapons (S)
 

Modern Weapon Proficiencies

Heavy Military Weapons
Shotgun
Bolt-Action Rifle
Revolver
Energy  Etherium Pistol
Energy  Etherium Rifle
automatic and semi-automatic rifle (s)

Skill Notes

RCC Skills

Aprenticeship: armorer, mechanic or weaponsmith: Blacksmith (25%), recognize weapon quality (35%), Basic Mathmatics, general repair and maint, language (1), literacy, mechanics (basic), sculpting/whitling (all at +10%), optic systems, 3 ancient WP (Archery, Shield, Staff), 3 modern WP (Heavy military, bolt action rifle, shotgun), 2 pilot skills (Vehicle Weapon Systems, Construction & Farming Equip)

Need to select specialty weapon

Primary skills: H2H-expert, 3 weapon profs, 4 physical skills (Athletics[+1 pary/dodge, +1 roll w/punch/fall], Boxing, Wrestling [lots of bonus activities], Gymnastics [again lots of bonuses]), any 2 pilot or tech (Carpentry, Rope works)

secondary skills: pick 5

Bonuses: +10 sdc, +1 me, +1 pp, +4 spd, +2 disarm and pull punch - base SDC from size = 30

OCC - ATAC

Bonuses: +1 init, +1d4 PS, +1 PE, +3 save v horror factor (attribute bonuses added above)

SDC: 5d6+16

Common skill set: Language native 90%, literacy native -88%, computer operation 80%, math-basic 80%, pilot auto 88%, pilot hovercycles and hover vehicles 90%

OCC skills: Combat Driving, Land navigation (+12%), MECT ground veritechs (all), military etiquett (+10%), pilot ground veritechs (all, +14%), pilot tanks & APCs (+20%), radio basic (+10%), running, weapon systems (+15%), wp energy pistol, wp energy rifle, H2H expert

MOS (pick 2 from high IQ)

1) Mecha Engineer: Advance math (+10%), Elect. Eng (+10%), mecha engineering (+20%), Mechanical eng (+20%), Robot electronics (+15%), robotech engineering (+20%), sensory equip (+15%), vehicle armorer (+10%), weapon systems (+10%)

2) Mechanic: aircraft mechanics (+15%), auto mechaincs (+20%), basic elctronics (+15%), jury-rig (+20%), locksmith (+10%), physical labor, robot mechanics (+15%), vehicle armorer (+10%), WP blunt

Free Secondary Skills
Communication
Barter
Language - duplicate x2
Sing
Espionage
Wilderness
Survival
Horsemanship
Horsemanship: General
Mechanical
Basic Mechanics -- duplicate
Medical
Animal Husbandry
Brewing: Medicinal
First Aid
Holistic Medicine
Military
Camouflage
Physical
Physical Labor -- Duplicate replace w/ acrobatics
Pilot
Boat: Paddle
Science
Math: Basic - duplicate x2
Technical
Breed Dogs
General Repair - duplicate
Jury Rig - duplicate
Leather Working
Masonry
Rope Work - duplicate
Salvage
Whittling - duplicate
Pretty much any Lore
Wilderness
Carpentry - duplicate
Hunting
Identify Plants and Fruit
Land Navigation -- Duplicate replace w/ demolitions
Preserve Food
Skin and Prepare Hides
Track and Trap Animals
Wilderness Survival

 

 

 

 

Badger details and BioE

Size lvl: 4 7 Build: short

Bio E 65

Bonuses +3 PS, +1 PP, 2+ PE (added above)

10 BioE for full hands
10 bio for full biped
5 Bio E for partial speech

10 bioE for razor fingernails
15 BioE for beastly strength
5 bioE for extra ME (added)
5 bioE for extra PE (added)

-10 bioE for vestigal musk glands (strong and stinky musk)

15 bioE Buy 3 size levels to level 7 adds +1 PS

All BioE spent

MDC equipment and conversion

VHT-1A1 Spartas Hover tank

MDC Info --- SDC version at 10 SDC/MDC
Head - 85
Arms (2) 150 ea
Arm Shields (2) 500 ea --- 5000 SDC ea
Legs (2) 260 ea
Main Vectored Trhuster 120
Outboard Thrusters (2) 75 ea
Main Cannon 150
Triple-barreled Ion Cannon 100
EU-11 Gun Pod 100 --- 1000 SDC
Main Body 475
Total: 1900 + 2 arm shields & gun pod --- 19000 SDC plus shields and gunpod

Damage:
Charged Particle Cannon (guardian mode or batteloid w/no bonus & bracing) 2d10*10+20 MD ----2d10*100+200 SD
2x per melee round, 8000 ft range

3-barreled Ion Pulse Cannon (guardian only) 1d6*10 MD --- 1d6*100 SD
each blast counts as 1 attack, 1800 ft range

Laser Gun Pod (bateloid or transport mode -fixed forward in transport) 1d8 MD single 1d4*10 MD for five round burst --- 1d8*10 / 1d4*100 SD
each shot or burst counts as 1 attack, 4000 ft range, 140 shots (28 5 shot bursts) per capacitor - reacharge at 1 blast per 2 min, +2 to strike from built-in laser targeting

Robotic PS 42
Restrained punch/shield bash 1d6 MD --- 1d6*10 SD

Full strength punch/bash 3d6 MD --- 3d6*10 SD

Power Punch 1d6*10 MD --- 1d6*100 SD counts as 2 attacks

Tear/pry/crush w hands 1d8 MD --- 1d8*10 SD

Stomp 2d6 MD --- 2d6*10 SD

Kick 5d8 MD --- 5d8*10 SD

Leap Kick 1d8*10 MD --- 1d8*100 SD Counts as 2 attacks

Body Block/Ram 2d6 MD per 20 mph --- 2d6*10 SD / 20 mph uses 2 attacks and has 60% chance of knockdown for targets up to 50% larger

CBR Mk. 2 Light Armor - Body Armor

Helmet - 35
Arms (2) - 18 ea
Legs (2) - 30 ea
Main Body - 55
underlining - 25
Total - 211 --- 2110 SDC

CB-

S Light Tactical Shield

25 MDC --- 250 SDC

LAR-10 Laser Assault Rifle

3d6 MD single 1d4*10+6 MD three pulse burst -- 3d6*10 / 1d4*100+60 SD
each blast/burst uses 1 attack, 2000 ft range, 40 blasts/14 bursts per magazine

 

 

Edited by Inash (see edit history)
Name
IQ
12
explode(3d6,16) 3,4,5
ME
15
explode(3d6,16) 6,6,3
MA
8
explode(3d6,16) 1,1,6
PS
10
explode(3d6,16) 2,3,5
PP
6
explode(3d6,16) 4,1,1
PE
10
explode(3d6,16) 6,3,1
PB
14
explode(3d6,16) 6,3,5
Spd
13
explode(3d6,16) 3,6,4
Set 2 in order
9,15,15,13,10,11,13,7
repeat(explode(3d6,16),8) 1,3,5,4,6,5,5,5,5,1,6,6,2,6,2,5,4,2,5,2,6,4,1,2
Set_3_in_order
10,11,15,14,9,12,11,15
repeat(explode(3d6,16),8) 6,3,1,2,6,3,3,6,6,4,6,4,1,5,3,3,4,5,6,4,1,6,3,6
Set 1 rolled correct
11,16,11,11,7,13,5,13
repeat(explode(drop(4d6,lowest,1),16),8) 2,2,3,6,3,5,5,6,1,3,4,4,2,3,4,4,1,1,2,4,1,1,6,6,1,1,2,2,1,4,4,5
replacements for the 7 and 5 above
12,16
repeat(explode(drop(4d6,lowest,1),16),2) 1,3,4,5,2,4,6,6
explode die because the code didn't work
3,4
repeat(1d6,2) 3,4
Set 2 correct w/out explode code
14,12,6,8,16,11,13,8
repeat(drop(4d6,lowest,1),8) 2,4,4,6,2,3,3,6,1,1,2,3,1,1,2,5,3,5,5,6,2,3,3,5,1,3,4,6,1,1,2,5
reroll the six
8
drop(4d6,1) 6,4,3,1
explode roll
1
1d6 1
set 3
5,5,7,13,6,9,11,7
repeat(drop(4d6,1),8) 4,2,2,1,3,3,1,1,5,3,3,1,5,5,4,4,5,3,2,1,5,5,3,1,6,4,4,3,4,3,2,2
roll
11,15,11,18
repeat(reroll(drop(4d6,lowest,1),7,below),4) 1,2,4,5,2,5,5,5,1,2,3,6,3,6,6,6
explode
4
1d6 4
missed 1 reroll
14
explode(reroll(drop(4d6,lowest,1),7,below),16) 1,4,5,5
Set 4
SyntaxError: Expecting ) in a function call "explode"
repeat(explode(reroll(drop464,1)7)16)8
Set 4
9,15,15,12,6,13,15,10
repeat(drop(4d6,lowest,1),8) 1,1,2,6,1,5,5,5,1,3,6,6,3,3,4,5,1,1,2,3,1,4,4,5,4,4,5,6,1,3,3,4
rerolls for set 4
9
drop(4d6,lowest,1) 1,2,3,4
set 5
14,11,9,17,12,15,9,11
repeat(drop(4d6,lowest,1),8) 2,3,5,6,2,3,4,4,1,2,3,4,4,5,6,6,1,3,4,5,1,4,5,6,1,2,3,4,1,2,4,5
exploding die
4
1d6 4
set 6
12,18,10,6,13,13,13,17
repeat(drop(4d6,lowest,1),8) 2,3,4,5,4,6,6,6,1,2,3,5,1,1,2,3,1,2,5,6,1,3,4,6,3,3,4,6,4,5,6,6
reroll set 6
8
drop(4d6,lowest,1) 1,2,3,3
explode
6
1d6 6
explode 2
6
1d6 6
PS bonus from occ
3
1d4 3
musk gland
59
1d100 59
running boost to speed
11
4d4 4,1,4,2
athletics boost to speed
2
1d4 2
SDC
74
reroll(14d6,1)+16 5,5,1,5,4,4,5,5,3,2,1,3,1,5,5,2,1,5
SDC #2
73
reroll(14d6,1)+16 3,3,3,5,5,6,6,5,6,2,2,6,2,3
PS bonus from boxing
2
1d4 2
hit points
19
6d6 3,2,6,2,3,3
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Name:

Level: 5

RCC: Mutant Frog (Raised on the Frontier background)

OCC: Natural Psionic superhero (Trade School/On the Job Training Ed level)

Attribute sets

set 1: IQ 11, ME 19, MA 11, PS 11, PP 12, PE 13, PB 20, Spd 13
set 2: IQ 14, ME 12, MA 8, PS 8, PP 17, PE 11, PB 13, Spd 8
set 3: IQ 11, ME 15, MA 11, PS 13, PP 22, PE 9, PB 11, Spd 14
Set 4: IQ 9, ME 15, MA 15, PS 12, PP 9, PE 12, PB 15, Spd 10
Set 5: IQ 14, ME 11, MA 9, PS 23, PP 12, PE 15, PB 9, Spd 11 - chosen for option 1
Set 6: IQ 12, ME 30, MA 10, PS 8, PP 13, PE 13, PB 13, Spd 17 - chosen for option 2

Attributes: IQ 12, ME 33, MA 12, PS 9, PP 17, PE 14, PB 13, Spd 44

SDC: ??

ISP: 136

Psionic Powers

Super Psionic powers

Hydrokinesis
Invisible Haze
Mind Bolt
Telekinesis (super)
Telekinetic Force Field

Lesser Psionic powers

Attack Disease
Bio-Regeneration
Deaden Pain
Healing Touch
Increased Healing
Lust for Life
Psychic Diagnosis
Psychic Purification
Psychic Surgery
Float
Levitation
Spontaneous Combustion
Telekinesis
Telekinetic Punch
Telekinetic Push
Empathy
Sixth Sense
Telepathy

 

 

Domestic Skills

Farming & Gardening
Wilderness Survival
Fishing
Hunting
Tracking
Trapping
any 8 as secondary skills

Medical Skills

 

Military Skills

 

2 primary skills

Physical Skills

 

 

Pilot Skills

1 primary skills

Rogue/thief/espionage skills

 

Scientific/Scholastic Skills


 

Technical Skills

1 primary skill

Ancient Weapon Proficiencies


 

Modern Weapon Proficiencies

 

Skill Notes

RCC Skills

Raised on frontier - No apprenticship,
Primary: Farming & Gardening, Wilderness Survival, Fishing, Hunting, Tracking, and Trapping. Select any two Military or Domestic Skills, three Weapon Proficiencies, two Physical Skills, and one from Pilot, Rogue or Technical Skills.
Secondary: 8 domestic

OCC - superhero - psionic

Trade School/OTJ - two skill programs (+15%) + 8 secondary
Espionage Program (Basic)
H2H martial arts, detect ambush, intelligence, wilderness survival, 2 esp of choic
Physical/Athletic or survival/wilderness
  select 4 physical or wilderness survival + 4 wilderness

Free Secondary Skills
Communication
Barter
Language
Sing
Espionage
Wilderness
Survival
Horsemanship
Horsemanship: General
Mechanical
Basic Mechanics
Medical
Animal Husbandry
Brewing: Medicinal
First Aid
Holistic Medicine
Military
Camouflage
Physical
Physical Labor
Pilot
Boat: Paddle
Science
Math: Basic
Technical
Breed Dogs
General Repair
Jury Rig
Leather Working
Masonry
Rope Work
Salvage
Whittling
Pretty much any Lore
Wilderness
Carpentry
Hunting
Identify Plants and Fruit
Land Navigation
Preserve Food
Skin and Prepare Hides
Track and Trap Animals
Wilderness Survival

 

 

 

 

Animal details and BioE

Size level 2 7 medium

+2 pp, +5 spd

BioE: 80+ 5 from background

Full hands: 10
Full biped: 10
No looks: 0
Advance Vision: free
Extraordinary PP: 15
Extraordinary Spd: 15
Leaping: Feline 10
Master Swimming 10
Diet: Insectivore -10
Size changes - 20

 

Edited by Inash (see edit history)
Name
animal type, animal from list
99,19
repeat(1d100,2) 99,19
background
29
1d100 29
extraordinary speed
19
2d6+15 2,2
ME, MA bonus from nat psionic
3; 2
2d4;1d4 [1,2]; [1,2,2]
ISP bonus
70
2d4*10 4,3
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