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'''Enlynn Nahlolath''', ''Lemurian Female Sea Druid''</br>
 
'''Enlynn Nahlolath''', ''Lemurian Female Sea Druid''</br>
'''Attributes''': Agility d8, Smarts d10, Spirits d10, Strength d8, Vigor d8</br>
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'''Attributes''': Agility d8, Smarts d10, Spirits d8, Strength d8, Vigor d8</br>
'''Pace''' 6 (d6), '''Parry''' 7, '''Toughness''' 13 (5)</br>
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'''Pace''' 6 (d6), '''Parry''' 7, '''Toughness''' 12 (4)</br>
 
'''Skills''': Athletics d6, Common Knowledge d6, Faith d10, Fighting d10, Notice d6, Occult d6, Persuasion d6, Psionic d10, Stealth d8, Survival d6</br>
 
'''Skills''': Athletics d6, Common Knowledge d6, Faith d10, Fighting d10, Notice d6, Occult d6, Persuasion d6, Psionic d10, Stealth d8, Survival d6</br>
 
E'''dges''': Arcane Background (Miracles), Arcane Background (Psionic), Beast Mastery, Concentration, Master of Magic, Power Points (PPE)</br>
 
E'''dges''': Arcane Background (Miracles), Arcane Background (Psionic), Beast Mastery, Concentration, Master of Magic, Power Points (PPE)</br>
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'''Psionic Powers''': Beast Friend, Empathy, Mind Link; '''ISP''': 10</br>
 
'''Psionic Powers''': Beast Friend, Empathy, Mind Link; '''ISP''': 10</br>
 
'''Special Abilities''' – Aquodic (can’t drown in oxygenated liquid, can swim at full Pace (no Athletic check required but can use one to increase speed) and can communicate with ultrasonic sounds like dolphins); Animal Empathy (has a psionic connection to sea animals); Biomancy Perfection; Cybernetic Rejection (cannot have cybernetic implants); Environmental Resistance (can survive depths of one mile underwater, gain +4 to resist Cold and -4 from Cold damage); Human Offshoot (Reaction starts as Uncooperative); Low Light Vision (ignore Dim and Dark illumination pen); Natural Arcane Affinity; Natural Psionic; Near Human Physiology (suffer -1 to Healing and similar skills); Retro-Tech (Spirit check just to use. Even with success suffer -2 Trait rolls with most tech); Sense Underwater Danger; The Endless Crusade – hatred of supernatural evil and undead. Persuasion -2; Totem Power (Shark – Action can summon one in the area to aid him for 80 minutes (4PPE), Can shapeshift power to change into one at normal cost); Water Sense (within 8 miles automatically know waters location, depth, purity, etc, and can sense water elementals and spirits)</br>
 
'''Special Abilities''' – Aquodic (can’t drown in oxygenated liquid, can swim at full Pace (no Athletic check required but can use one to increase speed) and can communicate with ultrasonic sounds like dolphins); Animal Empathy (has a psionic connection to sea animals); Biomancy Perfection; Cybernetic Rejection (cannot have cybernetic implants); Environmental Resistance (can survive depths of one mile underwater, gain +4 to resist Cold and -4 from Cold damage); Human Offshoot (Reaction starts as Uncooperative); Low Light Vision (ignore Dim and Dark illumination pen); Natural Arcane Affinity; Natural Psionic; Near Human Physiology (suffer -1 to Healing and similar skills); Retro-Tech (Spirit check just to use. Even with success suffer -2 Trait rolls with most tech); Sense Underwater Danger; The Endless Crusade – hatred of supernatural evil and undead. Persuasion -2; Totem Power (Shark – Action can summon one in the area to aid him for 80 minutes (4PPE), Can shapeshift power to change into one at normal cost); Water Sense (within 8 miles automatically know waters location, depth, purity, etc, and can sense water elementals and spirits)</br>
'''Gear''': Medium Enchanted Armor (Armor +5, Tough +2; magic), Enchanted Longsword (Damage Str+2d8 Mega Damage, AP-8; magical)
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'''Gear''': Adventure Survival Light Armor TW (Armor +4, Tough +2; +2 to all Hazards, 1PP per hour), Enchanted Longsword (Damage Str+2d8 Mega Damage, AP-8; magical)

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