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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 
Aie
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) 
   

roleplaying/campaign/nfl/nflathraksheet.txt · Last modified: 2013/03/18 21:53 by 127.0.0.1