Inash Posted September 14, 2023 Clone Share Posted September 14, 2023 (edited) 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 September 27, 2023 by Inash (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Inash Posted September 14, 2023 Author Clone Share Posted September 14, 2023 #1) Badger 'Hovertank' pilot - requires MDC conversion #2) Elephant w/superhero powers - Note: elephant has the possibility to need MDC conversion due to strength Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Inash Posted September 14, 2023 Author Clone Share Posted September 14, 2023 (edited) 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 September 18, 2023 by Inash (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 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 Link to comment Share on other sites More sharing options...
Inash Posted September 15, 2023 Author Clone Share Posted September 15, 2023 (edited) 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: ??+1d6 from master swimming +10 from background 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 September 15, 2023 by Inash (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 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 Link to comment Share on other sites More sharing options...
Inash Posted September 18, 2023 Author Clone Share Posted September 18, 2023 Sort of more-or-less done with the crunch side with some MDC and high tech conversions to review and or invent. I need to move on to personality and such. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Recommended Posts