Difference between revisions of "Ruins Of McCleanburg ErikNewfield"

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(Created page with "==Erik Newfield, human Artificer== '''Attributes''': ST 10 [0]; DX 11 [20]; IQ 13 [60]; HT 9 [-10].</br> '''Secondary Characteristics''': Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]...")
 
(Erik Newfield, human Artificer)
 
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[https://wiki.rpg.net/index.php/Ruins_Of_McCleanburg '''Back to Ruins of McCleanburg WIKI''']
 
==Erik Newfield, human Artificer==
 
==Erik Newfield, human Artificer==
 
'''Attributes''': ST 10 [0]; DX 11 [20]; IQ 13 [60]; HT 9 [-10].</br>
 
'''Attributes''': ST 10 [0]; DX 11 [20]; IQ 13 [60]; HT 9 [-10].</br>
 
'''Secondary Characteristics''': Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 13 [0]; Per 13 [0]; FP 9 [0]; Basic Speed 5.00 [0]; Basic Move 5 [0].</br>
 
'''Secondary Characteristics''': Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 13 [0]; Per 13 [0]; FP 9 [0]; Basic Speed 5.00 [0]; Basic Move 5 [0].</br>
'''Advantages''': Dungeon Artificer 4 [20]; Equipment Bond (Any starting tool or kit) [1]; Gizmos 3 [15]; and Quick Gadgeteer [50].</br>
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'''Advantages''': Dungeon Artificer 3 [15]; Equipment Bond (engineering tools) [1]; Gizmos 2 [10]; and Quick Gadgeteer [50].</br>
'''Disadvantages''': Compulsive Inventing (6) [-10*], Bad Sight (Mitigator, Corrective Spectacles, -60%) [-10], Curious (12) [-5*], Kleptomania (12) [-15*], Post-Combat Shakes (12) [-5*], Stubbornness [-5].</br>
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'''Disadvantages''': Compulsive Inventing (6) [-10*], Curious (12) [-5*], Kleptomania (12) [-15*], Post-Combat Shakes (12) [-5*], Stubbornness [-5].</br>
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'''Quirks''': Alcohol Intolerance, Attentive, Imaginative, Nosy, Responsive </br>
  
Powers: Telekinesis [15], Telecommunication Telesend: send only [15]
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Powers: Telekinesis [15], Telecommunication Telesend: send only [15] Erik was born with an small unidentified protuberance at the base of his skull. This is the result of biomechanical implant attached to his brain stem. By stimulating certain parts of his brain it allows him to move things with just a thought. Over time this power developed to the point he can even vibrate the inner ear of people to send "Telepathic" messages.
  
'''Skills''': Alchemy- 15† [2]; Engineer (Gadgets)-17†! [2]; Fast-Draw (Gadget)-15†[1]; Scrounging-17† [1]; Armoury (Body Armor)- 16† [1], Armoury (Melee Weapons)- 16† [1], Armoury (Missile Weapons)-16† [1]; Traps- 16† [1]; Lockpicking-13 [2]; Crossbow-12 [2]; Stealth-11 [2]; First Aid-13 [1]; Cartography- 12[1]; Merchant- 12 [1];Search-12 [1].
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'''Skills''': Alchemy- 14† [2]; Engineer (Gadgets)-16†! [2]; Fast-Draw (Gadget)-14†[1]; Scrounging-16† [1]; Armoury (Body Armor)- 15† [1], Armoury (Melee Weapons)- 15† [1], Armoury (Missile Weapons)-15† [1]; Traps- 15† [1]; Lockpicking-13 [2]; Crossbow-12 [2]; Stealth-11 [2]; First Aid-13 [1]; Cartography- 12[1]; Merchant- 12 [1];Search-12 [1].
  
 
† Includes +4 for Dungeon Artificer</br>
 
† Includes +4 for Dungeon Artificer</br>

Latest revision as of 11:26, 29 May 2022

Back to Ruins of McCleanburg WIKI

Erik Newfield, human Artificer[edit]

Attributes: ST 10 [0]; DX 11 [20]; IQ 13 [60]; HT 9 [-10].
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 13 [0]; Per 13 [0]; FP 9 [0]; Basic Speed 5.00 [0]; Basic Move 5 [0].
Advantages: Dungeon Artificer 3 [15]; Equipment Bond (engineering tools) [1]; Gizmos 2 [10]; and Quick Gadgeteer [50].
Disadvantages: Compulsive Inventing (6) [-10*], Curious (12) [-5*], Kleptomania (12) [-15*], Post-Combat Shakes (12) [-5*], Stubbornness [-5].
Quirks: Alcohol Intolerance, Attentive, Imaginative, Nosy, Responsive

Powers: Telekinesis [15], Telecommunication Telesend: send only [15] Erik was born with an small unidentified protuberance at the base of his skull. This is the result of biomechanical implant attached to his brain stem. By stimulating certain parts of his brain it allows him to move things with just a thought. Over time this power developed to the point he can even vibrate the inner ear of people to send "Telepathic" messages.

Skills: Alchemy- 14† [2]; Engineer (Gadgets)-16†! [2]; Fast-Draw (Gadget)-14†[1]; Scrounging-16† [1]; Armoury (Body Armor)- 15† [1], Armoury (Melee Weapons)- 15† [1], Armoury (Missile Weapons)-15† [1]; Traps- 15† [1]; Lockpicking-13 [2]; Crossbow-12 [2]; Stealth-11 [2]; First Aid-13 [1]; Cartography- 12[1]; Merchant- 12 [1];Search-12 [1].

† Includes +4 for Dungeon Artificer
! Includes +1 for Equipment bond

Money and equipment[edit]

$323
Tool kit, backpack for Engineer (Gadgets), 20lbs
crossbow, 6lbs
Backpack frame, 10lbs
Canteen, .1lbs
Personal basics, 1lbs
Blanket, 4lbs
20 bolts 1.2lbs
Hip quiver, 1lbs
10 yards of rope, 1.5lbs
Lantern + 1 pint oil, 3lbs
First aid kit, 2lbs
Leather armor, 10lbs
pouch, .2lbs
5 rations, 2.5lbs