Difference between revisions of "Beyond crisis ABF:Reika"

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'''Ki Reserve''':
 
'''Ki Reserve''':
  
'''Unspent PP''': 4
+
'''Unspent PP''': 3/4
  
 
==Type/Class/Level==
 
==Type/Class/Level==
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'''Life Point''': 115
 
'''Life Point''': 115
  
'''Initiative''': 30 or +50 unarmed or dagger
+
'''Initiative''': 30 or +50 unarmed, dagger, psi
 
'''Regeneration''': 2: (20/rest day, 10/active, -5 penalties/day)
 
'''Regeneration''': 2: (20/rest day, 10/active, -5 penalties/day)
  

Latest revision as of 21:56, 5 July 2020

Reika Kragsdotyr[edit]

Bio[edit]

Age: XX years

Gender: F

Home region: Helenia

Social Status: Middle Class

Description[edit]

Reika is from a homestead in northern Helenia. Her immediate family was killed by raiders a number of years ago, and she barely escaped, tearing herself from a knife pinning hand to tree with a burst of more strength than her childish frame could generate. An uncle in 'the south' (ie the area around Farna) reluctantly took her in, but the relationship was always strained due to disapproval of her mother's choice of husband, Reika's diminished ability to contribute to the farm due to injury, and the weird stuff that 'just happened' around her, especially when upset. When the pox swept through the village, her cousin's death and her recovery made things worse. Reika went out hunting small game a lot to get away and progressively built up her control over her unusual abilities.

Reika is determined to get revenge and start building a life for herself away from her abusive relatives, and sees joining up with mercenaries flocking to the province as a good way to do both, despite its risk. Life on Candy Planet isn't for the faint of heart.


Sheet[edit]

Quick reference[edit]

Current

LP:115

AT:

Ki Reserve:

Unspent PP: 3/4

Type/Class/Level[edit]

Type: Human Class: Mentalist Level: 1

Stats[edit]

STR: 3 DEX: 5 AGI: 8 CON: 8 INT: 6 POW: 4 WP: 12 PER: 8

Appearance: 5

Traits[edit]

Universal Abilities[edit]

Move: 6 (70 ft active, 17 ft passive)

Size: 10

Fatigue: 8

Life Point: 115

Initiative: 30 or +50 unarmed, dagger, psi Regeneration: 2: (20/rest day, 10/active, -5 penalties/day)

Resistances[edit]

Physical Resistance: 40

Disease Resistance: 20

Poison Resistance: 40

Magic Resistance: 25

Psychic Resistance: 50

Martial Abilities[edit]

Attack: 1

Block: xx

Dodge: 10

Wear Armor: -10

Psychic Powers[edit]

PP: 18

Free PP: 4

Psychic Projection: 90

Psychic Potential base +80 3 points -> +100

Ki Abilities[edit]

Ki: 56

Ki Accumulation: 1, WP 2

Martial knowledge: 10/10

Advantages/Disadvantages[edit]

Advantages[edit]

Free Access to Any Psychic Discipline 2, Add One Point to a Characteristic x2: WP, Psychic Inclination": "Psychokinesis"

Disadvantages[edit]

Atrophied Limb: Right arm, Deduct Two Points from a Characteristic: "DEX", Sickly: 1

Secondary Abilities[edit]

Athletics[edit]

Acrobatics:

Athleticism: 1 (-9)

Ride: 0 (-20)

Swim: 8 (+23) NL1

Jump: 1 (-9)

Climb: 3 (-7, but often taking limb penalty)

Vigor[edit]

Composure: 0 -10

Feats of Strength: 0 -40

Withstand Pain: 20 (+70 BM, NL1)

Perception[edit]

Notice: 15 +35 NL1

Search: 5 +15

Track: 15 +35 NL1

Intellectual[edit]

Animals: 5 +10

Sciences (Trained only): x

Herbal Lore: 5 +10

History (Trained only): x

Law (Trained only): x

Medicine (Trained only): x

Memorize: 0 -25

Navigation: 0 -25

Occult: 0 -25

Tactic (Trained only): x

Appraisal (Trained only): x

Magic Appraisal (Trained only): x

Social[edit]

Trade:

Streetwise:

Style: 0 -35

Etiquette:

Intimidate: 0 (-10)

Leadership: 0 -35

Persuasion: 5 (+10)

Subterfuge[edit]

Lock Picking:

Disguise:

Hide: 15 +45 NL1 MB

Theft:

Stealth:

Trap Lore:

Poisons (Trained only):

Creative[edit]

Alchemy:

Animism:

Art:

Dance (Trained only):

Ritual Caligraphy:

Forging (Trained only):

Music (Trained only):

Runes (Trained only):

Sleight of Hand:

Psychic Disciplines[edit]

Telepathy 1[edit]

1: Mind Reading

Psychokinesis 5[edit]

1: Shield, Minor Psychokinesis

2: Ballistics, Organic Psychokinesis

3: Ground Control

Energy 2[edit]

1: Create Energy

2: Control Energy

Innate Slots 1 (2 point

Equipment[edit]

A pair of stylish clothes, food for a week, a knapsack with various equipment, gray sheepdog: Misty

Decent walking Boots 5. Second set of low quality clothing looks like around 3. Coat+gloves 7. Low quality dagger 25. Blanket 1, Small bag 2.

5 Silver Crowns

18 Coppers


[1]