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<blockquote data-quote="Shayuri" data-source="post: 7126033" data-attributes="member: 4936"><p><strong>Character Name</strong>: Squidge</p><p><strong>Rank</strong>: Novice <strong>Experience</strong>: 15 <strong>Advances Left</strong>: 0</p><p><strong>Race</strong>: Human</p><p><strong>Iconic Framework</strong>: Mind Melter</p><p><strong>Attributes</strong>: Agility d6, Smarts d10, Spirit d8, Strength d4, Vigor d6</p><p><strong>Charisma</strong>: +2; <strong>Pace</strong>: 6; <strong>Parry</strong>: 4; <strong>Toughness</strong>: 5 (6 +6 in armor) ; <strong>ISP</strong>: 30</p><p><strong>Skills</strong>:</p><p> Psionics 1d12 (1)</p><p> Knowledge: Electronics 1d6 (2)</p><p> Knowledge: Computers 1d6 (2)</p><p> Shooting 1d6 (2)</p><p> Fighting 1d4 (1)</p><p> Driving 1d6 (2)</p><p> Streetwise 1d6 (2)</p><p> Persuasion 1d4 (1)</p><p> Lockpicking 1d6 (2)</p><p></p><p><strong>Hindrances</strong></p><p> Overconfident (Major): "Yep, I can do this."</p><p> Delusional (Minor): "If I were in charge, I could get everyone to get along."</p><p> Wanted (Minor): A fugitive from a Coalition State.</p><p></p><p><strong>Edges</strong></p><p> Attractive (+2 Charisma)</p><p> Power Points (+10)</p><p> Rapid Recharge (recover 1 ISP/30 minutes)</p><p> Telemechanics (+4 to rolls involving electronics and computers)</p><p></p><p><strong>Powers</strong>:</p><p> Armor 2ISP, +4 armor, touch, 3 rnds (1/rnd)</p><p> Greater Armor 5ISP, 10MDC, touch, 3rnds (1/rnd)</p><p></p><p> Entangle 2ISP, -2 Pace and Agi/Str skills (skills unusable on raise), 4ISP target MBT, Smrt "</p><p> Greater Entangle +2ISP, targets of Entangle are fully Entangled on any success (-4 to escape on raise)</p><p></p><p> Telekinesis (Str 1d6), 5ISP, lift creature or wield weapon at range using Spirit, Smrt ", 3 rnds (1/rnd)</p><p> Exalted Telekinesis (Str d12+2) 10ISP, really really strong, 2xSmrt ", 3 rnds (1/rnd)</p><p></p><p> Mind Reading 3ISP, vs target Smart, one truthful answer per use; target is aware unless raise</p><p> Mind Walk 6ISP, can explore deep memories or ask any question, 2xSmrt", 5 minutes (1/minute)</p><p></p><p> Telepathy 2ISP, 2 way mental communication w/willing target, -4 to contact if no sight</p><p> Exalted Telepathy 4ISP, within 1 mile contact allies with no roll or search for minds at no penalty or contact all minds at once, 3 rnds (1/rnd)</p><p></p><p> Illusion 3ISP, vs target Spirit, force target to sense things that aren't there or sense the environment differently, Smrt", 3 rnds (1/rnd)</p><p> Deadly Illusion 6ISP, 1 Wound can be done as part of an illusion, 2xSmrt ", 3 rnd (1/rnd)</p><p></p><p><strong>Gear</strong></p><p>Triax T-12 Field Medic Body Armor</p><p>- +1 Toughness, +6 Armor, no Str min, 10x magnification, thermal vision, night vision, 10 mile radio, full env, +2 Healing rolls</p><p>NG-33 laser pistol</p><p>- 2d4+1 damage, 15/30/60" rng, RoF 1, AP 2, 20 shots, 4lbs</p><p></p><p>NG-S2 Survival Pack</p><p><em> 2 person tent, +20% water supplies</em></p><p><em> Sleeping bag</em></p><p><em> Flashlight w/knife; solar</em></p><p><em> Inertial compass (+2 to Survival to navigate)</em></p><p><em> Short range (5 mile) radio</em></p><p><em> First aid kit (+1 to healing; 3 uses)</em></p><p><em> Hunting/Fishing kit (+1 to Survival to forage)</em></p><p><em> Three ‘saw wires’</em></p><p><em> Fire starter</em></p><p><em> Survival Knife, hatchet, wooden cross</em></p><p><em> 4 signal flares</em></p><p><em> Climbing kit w/30 rope</em></p><p><em> Soap and washcloth</em></p><p><em> Canteen</em></p><p><em> 2 weeks rations</em></p><p></p><p>Credits: 1300</p><p></p><p>[sblock=Iconic Framework]Arcane Background: Psionics (20 ISP, d8 psionics, 5 powers)</p><p>Expanded Awareness: Detect Arcana at will, free action</p><p>Major Psionic: 2ISP +1 psionic skill, 4ISP +2 psionic skill; x2 on ley line, 10ISP per edge</p><p>Master Psionic Edge (mega powers)</p><p>Mental Resistance: +4 to resist psionics, +4 armor vs psionics</p><p>Complication: Quirk</p><p>Complication: Enemies</p><p>Complication: Feared (-2 Charisma towards those who fear mind melters)[/sblock]</p><p></p><p>[sblock=Hero’s Journey]Narrative Hook</p><p>Roll result 14</p><p>Description: Formerly associated with a Coalition State; fugitive now of course.</p><p></p><p><a href="http://orokos.com/roll/468694" target="_blank">Hook</a>: <u>1d20</u> <strong>14</strong></p><p></p><p>Psionics</p><p>Roll result 8</p><p>Description: One power of any rank from own list (Telekinesis)</p><p></p><p>Psionics</p><p>Roll result 11</p><p>Description: 1 power autoraises on success (Armor)</p><p></p><p>Psionics</p><p>Roll result 11</p><p>Description: 1 power autoraises on success (Illusion).</p><p></p><p>Body Armor</p><p>Roll result 20</p><p>Description: Choose any one (1 - Choose any armor: Triax T-12 Field Medic)</p><p></p><p><a href="http://orokos.com/roll/468693" target="_blank">Hero's Journey</a>: <u>4#1d20</u> <strong>20</strong> <strong>8</strong> <strong>11</strong> <strong>11</strong>[/sblock]</p><p></p><p>Advances</p><p> Initial Advances: (From Hindrances): +1d Smarts, Rapid Recharge</p><p> Free Edge (Human): Attractive</p><p> Novice 1 Advance: Power Points</p><p> Novice 2 Advance: +1d Psionics</p><p> Novice 3 Advance: +1d Spirit</p><p> Seasoned 1 Advance: Telemechanics</p></blockquote><p></p>
[QUOTE="Shayuri, post: 7126033, member: 4936"] [B]Character Name[/B]: Squidge [B]Rank[/B]: Novice [B]Experience[/B]: 15 [B]Advances Left[/B]: 0 [B]Race[/B]: Human [B]Iconic Framework[/B]: Mind Melter [B]Attributes[/B]: Agility d6, Smarts d10, Spirit d8, Strength d4, Vigor d6 [B]Charisma[/B]: +2; [B]Pace[/B]: 6; [B]Parry[/B]: 4; [B]Toughness[/B]: 5 (6 +6 in armor) ; [B]ISP[/B]: 30 [B]Skills[/B]: Psionics 1d12 (1) Knowledge: Electronics 1d6 (2) Knowledge: Computers 1d6 (2) Shooting 1d6 (2) Fighting 1d4 (1) Driving 1d6 (2) Streetwise 1d6 (2) Persuasion 1d4 (1) Lockpicking 1d6 (2) [B]Hindrances[/B] Overconfident (Major): "Yep, I can do this." Delusional (Minor): "If I were in charge, I could get everyone to get along." Wanted (Minor): A fugitive from a Coalition State. [B]Edges[/B] Attractive (+2 Charisma) Power Points (+10) Rapid Recharge (recover 1 ISP/30 minutes) Telemechanics (+4 to rolls involving electronics and computers) [B]Powers[/B]: Armor 2ISP, +4 armor, touch, 3 rnds (1/rnd) Greater Armor 5ISP, 10MDC, touch, 3rnds (1/rnd) Entangle 2ISP, -2 Pace and Agi/Str skills (skills unusable on raise), 4ISP target MBT, Smrt " Greater Entangle +2ISP, targets of Entangle are fully Entangled on any success (-4 to escape on raise) Telekinesis (Str 1d6), 5ISP, lift creature or wield weapon at range using Spirit, Smrt ", 3 rnds (1/rnd) Exalted Telekinesis (Str d12+2) 10ISP, really really strong, 2xSmrt ", 3 rnds (1/rnd) Mind Reading 3ISP, vs target Smart, one truthful answer per use; target is aware unless raise Mind Walk 6ISP, can explore deep memories or ask any question, 2xSmrt", 5 minutes (1/minute) Telepathy 2ISP, 2 way mental communication w/willing target, -4 to contact if no sight Exalted Telepathy 4ISP, within 1 mile contact allies with no roll or search for minds at no penalty or contact all minds at once, 3 rnds (1/rnd) Illusion 3ISP, vs target Spirit, force target to sense things that aren't there or sense the environment differently, Smrt", 3 rnds (1/rnd) Deadly Illusion 6ISP, 1 Wound can be done as part of an illusion, 2xSmrt ", 3 rnd (1/rnd) [B]Gear[/B] Triax T-12 Field Medic Body Armor - +1 Toughness, +6 Armor, no Str min, 10x magnification, thermal vision, night vision, 10 mile radio, full env, +2 Healing rolls NG-33 laser pistol - 2d4+1 damage, 15/30/60" rng, RoF 1, AP 2, 20 shots, 4lbs NG-S2 Survival Pack [I] 2 person tent, +20% water supplies Sleeping bag Flashlight w/knife; solar Inertial compass (+2 to Survival to navigate) Short range (5 mile) radio First aid kit (+1 to healing; 3 uses) Hunting/Fishing kit (+1 to Survival to forage) Three ‘saw wires’ Fire starter Survival Knife, hatchet, wooden cross 4 signal flares Climbing kit w/30 rope Soap and washcloth Canteen 2 weeks rations[/I] Credits: 1300 [sblock=Iconic Framework]Arcane Background: Psionics (20 ISP, d8 psionics, 5 powers) Expanded Awareness: Detect Arcana at will, free action Major Psionic: 2ISP +1 psionic skill, 4ISP +2 psionic skill; x2 on ley line, 10ISP per edge Master Psionic Edge (mega powers) Mental Resistance: +4 to resist psionics, +4 armor vs psionics Complication: Quirk Complication: Enemies Complication: Feared (-2 Charisma towards those who fear mind melters)[/sblock] [sblock=Hero’s Journey]Narrative Hook Roll result 14 Description: Formerly associated with a Coalition State; fugitive now of course. [url=http://orokos.com/roll/468694]Hook[/url]: [u]1d20[/u] [b]14[/b] Psionics Roll result 8 Description: One power of any rank from own list (Telekinesis) Psionics Roll result 11 Description: 1 power autoraises on success (Armor) Psionics Roll result 11 Description: 1 power autoraises on success (Illusion). Body Armor Roll result 20 Description: Choose any one (1 - Choose any armor: Triax T-12 Field Medic) [url=http://orokos.com/roll/468693]Hero's Journey[/url]: [u]4#1d20[/u] [b]20[/b] [b]8[/b] [b]11[/b] [b]11[/b][/sblock] Advances Initial Advances: (From Hindrances): +1d Smarts, Rapid Recharge Free Edge (Human): Attractive Novice 1 Advance: Power Points Novice 2 Advance: +1d Psionics Novice 3 Advance: +1d Spirit Seasoned 1 Advance: Telemechanics [/QUOTE]
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