roleplaying:campaign:nfl:nflathraksheet
Athrak
Athrak |
|
Player: Andrew
Gould |
Campaign: Newton's
First Law |
|
 |
Char Cost: 43 |
Base Pts.: 75 |
Skills Cost: 33 |
Disads: 60 |
Powers Cost: 52 |
Exp. Spent: 0 |
Total Cost: 128 |
Experience Total:
0 |
|
Val |
Characteristic |
Base |
Cost |
Total |
8 |
Strength |
10 |
-2 |
8 |
15 |
Dexterity |
10 |
15 |
15 |
5 |
Constitution |
10 |
-10 |
5 |
9 |
Body |
10 |
-2 |
9 |
18 |
Intelligence |
10 |
8 |
18 |
16 |
Ego |
10 |
12 |
16 |
8 |
Presence |
10 |
-2 |
8 |
10 |
Comeliness |
10 |
0 |
10 |
|
|
|
5 |
Physical
Defense |
2 |
3 |
5/7 |
5 |
Energy Defense |
1 |
4 |
5/7 |
2 |
Speed |
2.5 |
0 |
2 |
4 |
Recovery |
3 |
2 |
4 |
15 |
Endurance |
10 |
3 |
15 |
28 |
Stun |
16 |
12 |
28 |
|
|
|
6 |
Running |
6 |
0 |
6" |
2 |
Swimming |
2 |
0 |
2" |
2 |
Leaping |
2 |
0 |
1 1/2" |
|
Pts. |
Disadvantages |
5 |
Distinctive
Features: Scars and palid features (Easily Concealed; Noticed and Recognizable;
Detectable By Commonly-Used Senses) |
15 |
Psychological
Limitation: Trusting and obedient (Common; Strong) |
15 |
Psychological
Limitation: Agoraphobic (Common; Strong) |
15 |
Psychological
Limitation: Devout (Common; Strong) |
10 |
Dependent NPC:
Sharee 11- (Slightly Less Powerful than the PC) |
0 |
Normal
Characteristic Maxima |
|
Pts. |
Skill/Perk/Talent |
5 |
Electronics
14- |
3 |
KS
12- |
6 |
Survival (Urban)
15- |
7 |
Systems Operation
15- |
5 |
Mechanics
14- |
|
Everyman
Skills |
0 |
1) Acting
8- |
0 |
2) AK: Home ship
8- |
0 |
3) Climbing
8- |
0 |
4) Concealment
8- |
0 |
5) Conversation
8- |
0 |
6) Deduction
8- |
0 |
7) Language: English
(Idiomatic, native accent; Custom Adder) [Notes: Native
Language] |
0 |
8) Paramedics
8- |
0 |
9) Persuasion
8- |
0 |
10) PS: Crewman
8- |
0 |
11) Shadowing
8- |
0 |
12) Stealth
8- |
2 |
13) TF: Early
Spacecraft, Science Fiction & Space Vehicles |
|
|
|
|
|
|
3 |
Bump Of
Direction |
2 |
Environmental
Movement (no penalties on/in on space vessels) |
|
Pts. |
Powers and Martial
Arts |
5 |
Atune to the
ship: Detect A Class Of Things 13- [Notes: Things wrong with
mechanical devices] |
2 |
Listen to the
ship: Analyze Sense (Detect) (5 Active Points); Extra Time 1 Turn
(Post-Segment 12) (-1 1/4), Incantations (-1/4) |
10 |
Be one with
the ship: +2 Overall (20 Active Points); Conditional Power Power does
not work in Common Circumstances (-1/2), Incantations (-1/4), Concentration 1/2
DCV (-1/4) |
8 |
Reverse the
polarity of the Neutron flow: +3 Overall (30 Active Points);
Conditional Power Power does not work in Common Circumstances (-1/2),
Concentration 0 DCV (-1/2), Extra Time Full Phase (-1/2), Activation Roll 14-
(-1/2), Side Effects (-1/2), Incantations (-1/4) |
27 |
Ye cannae
change the laws of physics: Variable Power Pool (Magic Pool), 20 base +
7 control cost (30 Active Points); Conditional Power Power does not work in
Common Circumstances (-1/2) |
|
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roleplaying/campaign/nfl/nflathraksheet.txt · Last modified: 2013/03/18 21:53 by 127.0.0.1