Editing Squiggit the Magnificent
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===Attributes=== | ===Attributes=== | ||
− | *Agility- | + | *Agility-d12 |
*Smarts-d8 | *Smarts-d8 | ||
*Spirit-d6 | *Spirit-d6 | ||
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===Skills=== | ===Skills=== | ||
− | *Athletics- | + | *Athletics-d6 |
− | + | *Shooting-d10 | |
− | + | *Notice-d8 | |
− | *Shooting- | ||
− | *Notice- | ||
*Fighting-d10 | *Fighting-d10 | ||
*Survival-d4 | *Survival-d4 | ||
*Stealth-d10 | *Stealth-d10 | ||
− | *Research- | + | *Research-d8 |
− | *Psionics- | + | *Psionics-d8 |
− | *Language (Gobbley)- | + | *Language (Gobbley)-d8 |
− | *Language (Fae Speech)- | + | *Language (Fae Speech)-d6 |
===Derived Stats=== | ===Derived Stats=== | ||
*Pace 16" (Run d8)* | *Pace 16" (Run d8)* | ||
− | *Toughness: | + | *Toughness: 7 (5) |
− | *Parry: | + | *Parry: 6 (8 if I see it coming) |
− | * | + | *Charisma: -2 (-6 with Dwarves or CS Citizens) |
===Edges=== | ===Edges=== | ||
*Quick | *Quick | ||
*Rapid Recharge (ISP) | *Rapid Recharge (ISP) | ||
− | * | + | *Investigator |
*Common Bond | *Common Bond | ||
*Arcane Background-Psionics | *Arcane Background-Psionics | ||
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the world. | the world. | ||
*Magic: M.O.M. implants jumble the mind in such a way as to make the use of magic impossible. | *Magic: M.O.M. implants jumble the mind in such a way as to make the use of magic impossible. | ||
− | *Needs Action: Crazies live in a constant state of heightened adrenaline and awareness, even those suffering from depression cannot escape the feeling. During particular slow periods, the Game Master may call for a Spirit roll. Failure means the Crazy gains | + | *Needs Action: Crazies live in a constant state of heightened adrenaline and awareness, even those suffering from depression cannot escape the feeling. During particular slow periods, the Game Master may call for a Spirit roll. Failure means the Crazy gains −2 Charisma as she |
− | becomes irritable and impatient. She also suffers a −1 to all Trait rolls from the distraction of her frenzied mind, until some kind of high alert status or action kicks in. | + | becomes irritable and impatient. She also suffers a −1 to all Trait rolls from |
+ | the distraction of her frenzied mind, until some kind of high alert status or | ||
+ | action kicks in. | ||
===Psionics=== | ===Psionics=== | ||
− | ISPs: | + | ISPs: 20 |
− | * | + | *Clairvoyance |
*Disguise | *Disguise | ||
*Divination | *Divination | ||
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* Super Endurance: Crazies require only half the normal amount of sleep, and gain +4 on all checks to resist Fatigue | * Super Endurance: Crazies require only half the normal amount of sleep, and gain +4 on all checks to resist Fatigue | ||
− | * | + | * Super Reflexes: Crazies have uncanny reflexes, granting them a −2 to be hit as long as they are aware of the attack. |
− | |||
*Your character gains a +2 on any Common Knowledge rolls related to Geography and understanding the people and places of North America. He also gains a +2 on Survival and Streetwise checks in North America. | *Your character gains a +2 on any Common Knowledge rolls related to Geography and understanding the people and places of North America. He also gains a +2 on Survival and Streetwise checks in North America. | ||
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===Hero's Journey=== | ===Hero's Journey=== | ||
*2x Experience & Wisdom table rolls: 13,6 | *2x Experience & Wisdom table rolls: 13,6 | ||
− | *3x Psionics table rolls:12,3,20 with the 20 I chose | + | *3x Psionics table rolls:12,3,20 with the 20 I chose +10 ISP |
===Weapons=== | ===Weapons=== | ||
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*NG-S2 Survival Pack, | *NG-S2 Survival Pack, | ||
− | |||
*800 credits | *800 credits |