Post by Frederic Bourgault-Christie on Dec 4, 2005 7:04:58 GMT -5
Sir Taloquin was busy being a hero for the people of Arcadia. We had yet to start him. Any ideas?
Sir Robert Taloquin:
HP: 338 (Hard * 6 + Pwr * 2 + bonuses)
MP: 69
Psi: 3248
DR: 40% Threshold 13
Strength Build 6 Pwr 42 Mgc 3
Endurance Working 58 Hardiness 39 Soul 17
Charisma Looks 5 Personality 10 Aura 7
Agility Spd 51 Reflex 62 Flexibility 8
Intelligence Logic 28 Strategy 18 Combat 49
Luck Fortune 8 Critical Chance 30%
Perception Range 15 Detail 20 Hearing 27
Resistances:
Fire Resistance 6/35%
Cold Resistance 8/25%
Poison Resistance 96%
Radiation Resistance 48%
Magic Resistance 95%
Psionic Resistance 111%
Pain Resistance 45/100
Survival Resistance 9/27
Skills: Sword godly, HTH master, knife highly skilled, blunt skilled, energy weapons highly skilled, rifles highly skilled Literacy American/Spanish, Language American/Spanish/Dragonese/Gobblely/Tribal/German, Lore: Demons and Monsters, anthropology trained, paramedic advanced, recognize weapon quality, track highly skilled, wilderness survival, find contraband, interrogation, disguise, escape artist, boxing highly skilled, wrestling highly skilled, gymnastics, swimming, climbing, prowl, dance, play guitar, horsemanship: mastery, pilot motorcycle and hovercycle, radio basic, negotiation, aikido skilled, lee kwan choo skilled, zanji shinjinken-ryu skilled, ambidextrousity, paired weapons,
Reputation: Townsfolk 9 Company 5 Chaos Temple -1 Raiders -5 CMF 0 Karanda 0
Cybernetic chest plate: 270 HP main body, 75 shoulder, 110 back shoulder plates and thighs, 85 forearms, 50% DR and Threshold 8 on all locations, 90% Fire Resistance with Threshold of 15 (deducted after 40% of HP is gone), 60% Cold Resistance with Threshold of 20 (deducted after 90% of HP is gone), Immune to Poison and Radiation (armor itself, does not protect him), grows with experience
Psi-Sword - costless, can have color and weapon shape/size change, can create two, 120 damage a slash, 10% energy/psi-res piercing, multi-attack equal to melee multi-attack, can reduce damage at will, damage is psionic or energy depending on what will hurt more, can make a 180 per slash one for a turn’s expenditure/400 Psi/losing 25% melee multi-attack for a minute, harms the supernatural at 75% effectiveness
Psi-Shield - 75 Psi, 160 HP, 50% DR and energy resistance, 90% FR, immune to cold/poison/radiation (although radiation and poison gas will go right through it), immune to non-damaging magic, immune to non-damaging psi, must be put in front of attacks to block, can boost by 80 HP for 75 Psi with max of 3 boosts, +20 damage vs. technological opponents
Mind Block - 40 Psi, +5% Psi Resistance, +5% vs. all other mental attacks, impervious to empathy/hypnosis/empathic transfer
Alter Aura- 20 Psi, change appearance in psionic scans in terms of experience (much lower or higher; level 1 or 2 or level 19), psychic powers (conceal them), base P.P.E. (conceal it), and magic (conceal it)
Empathy - 40 Psi, feel other's feelings
Object Read - 60 Psi, receive impressions from objects at 78%, receive images from objects at 70%, receive images of former owners or other things associated with the item at their present state at 60%, must touch object to scan
See the Invisible - energy beings' outline (including ghosts, entities, intangible beings and astral travelers), those cloaked by magical and technological means
Sense Magic L. 15
Sense Evil L.13
Telekinesis L. 12
TK Acceleration Attack L. 7
Pyrokinesis L. 20
PK Line of Sight Activation L. 12
Dull Sense: Hearing L. 5: 5 into debilitation
Dull Sense: Direction L. 6: 6 into debilitation
Telepathy L. 18:
Psychic Surgery L. 10:
Sixth Sense L. 12:
Barrier L. 5:
TK Bubble L. 8:
Psi-Armor L. 17:
Teleport L. 8:
Psi Bolt L. 4:
CCM L. 9:
CCM L. 21:
Intuitive Combat
Speed Boost
Abilities
Combat Acrobatics - no penalty to strike when moving
Basic Combat Awareness- Focus on one opponent and know what all their technological actions will be, offering 2 to 3 seconds to respond before hand, making them unsure and have to compensate for my movement
Advanced Combat Awareness- 66% of Basic Combat Awareness against all foes
Auto-Dodge: Bonus vs. technology
Cloud Sensors - Taloquin can, at will and subconsciously, cloud the sensors of the enemy
Cloud Targeting Computers - negates built-in bonuses for sensor-equipped weapons and vehicles/armor
Enhanced Criticals vs. Technology: *3 damage and +10% chance
Equipment
TW Body Armor: Gold and blue armor with blue skirt, full environmental w/ helmet, 720 HP, 75% DR/75% FR Threshold 30/75% CR Threshold 30/50% RR without helmet or Immune with/Immune PosR, no movement penalties from wearing, can chameleonize at will into the environment, language translator, short-range radio, forearm flashlight, multi-optics band: x-ray, UV, Advanced Thermal, nightvision, telescopic, adjusts heat signature to the environment, light high-quality exoskeleton: +50% Spd/Pwr, Targeted Deflection gauntlets
Horse in magical barding: Barding is silent, lightweight,
Gold and silver cross with rubies:
Falling Technique
Iai-Jutsu
Wilk’s Laser Knife: 80 energy damage, 40% AP, multi-attack 4
CP-40 Pulse Rifle: 60 damage from single shot/120 damage from multi-shot, 21 single shots/7 pulses, 5/20% AP, 3500 foot range
C-27 Plasma Cannon: 120 damage, single shots, 8/15% AP, 1000 foot range
7.62mm Hunting Rifle: AP Plastique rounds (80/80), regular rounds (200/200)
Sir Robert Taloquin:
HP: 338 (Hard * 6 + Pwr * 2 + bonuses)
MP: 69
Psi: 3248
DR: 40% Threshold 13
Strength Build 6 Pwr 42 Mgc 3
Endurance Working 58 Hardiness 39 Soul 17
Charisma Looks 5 Personality 10 Aura 7
Agility Spd 51 Reflex 62 Flexibility 8
Intelligence Logic 28 Strategy 18 Combat 49
Luck Fortune 8 Critical Chance 30%
Perception Range 15 Detail 20 Hearing 27
Resistances:
Fire Resistance 6/35%
Cold Resistance 8/25%
Poison Resistance 96%
Radiation Resistance 48%
Magic Resistance 95%
Psionic Resistance 111%
Pain Resistance 45/100
Survival Resistance 9/27
Skills: Sword godly, HTH master, knife highly skilled, blunt skilled, energy weapons highly skilled, rifles highly skilled Literacy American/Spanish, Language American/Spanish/Dragonese/Gobblely/Tribal/German, Lore: Demons and Monsters, anthropology trained, paramedic advanced, recognize weapon quality, track highly skilled, wilderness survival, find contraband, interrogation, disguise, escape artist, boxing highly skilled, wrestling highly skilled, gymnastics, swimming, climbing, prowl, dance, play guitar, horsemanship: mastery, pilot motorcycle and hovercycle, radio basic, negotiation, aikido skilled, lee kwan choo skilled, zanji shinjinken-ryu skilled, ambidextrousity, paired weapons,
Reputation: Townsfolk 9 Company 5 Chaos Temple -1 Raiders -5 CMF 0 Karanda 0
Cybernetic chest plate: 270 HP main body, 75 shoulder, 110 back shoulder plates and thighs, 85 forearms, 50% DR and Threshold 8 on all locations, 90% Fire Resistance with Threshold of 15 (deducted after 40% of HP is gone), 60% Cold Resistance with Threshold of 20 (deducted after 90% of HP is gone), Immune to Poison and Radiation (armor itself, does not protect him), grows with experience
Psi-Sword - costless, can have color and weapon shape/size change, can create two, 120 damage a slash, 10% energy/psi-res piercing, multi-attack equal to melee multi-attack, can reduce damage at will, damage is psionic or energy depending on what will hurt more, can make a 180 per slash one for a turn’s expenditure/400 Psi/losing 25% melee multi-attack for a minute, harms the supernatural at 75% effectiveness
Psi-Shield - 75 Psi, 160 HP, 50% DR and energy resistance, 90% FR, immune to cold/poison/radiation (although radiation and poison gas will go right through it), immune to non-damaging magic, immune to non-damaging psi, must be put in front of attacks to block, can boost by 80 HP for 75 Psi with max of 3 boosts, +20 damage vs. technological opponents
Mind Block - 40 Psi, +5% Psi Resistance, +5% vs. all other mental attacks, impervious to empathy/hypnosis/empathic transfer
Alter Aura- 20 Psi, change appearance in psionic scans in terms of experience (much lower or higher; level 1 or 2 or level 19), psychic powers (conceal them), base P.P.E. (conceal it), and magic (conceal it)
Empathy - 40 Psi, feel other's feelings
Object Read - 60 Psi, receive impressions from objects at 78%, receive images from objects at 70%, receive images of former owners or other things associated with the item at their present state at 60%, must touch object to scan
See the Invisible - energy beings' outline (including ghosts, entities, intangible beings and astral travelers), those cloaked by magical and technological means
Sense Magic L. 15
Sense Evil L.13
Telekinesis L. 12
TK Acceleration Attack L. 7
Pyrokinesis L. 20
PK Line of Sight Activation L. 12
Dull Sense: Hearing L. 5: 5 into debilitation
Dull Sense: Direction L. 6: 6 into debilitation
Telepathy L. 18:
Psychic Surgery L. 10:
Sixth Sense L. 12:
Barrier L. 5:
TK Bubble L. 8:
Psi-Armor L. 17:
Teleport L. 8:
Psi Bolt L. 4:
CCM L. 9:
CCM L. 21:
Intuitive Combat
Speed Boost
Abilities
Combat Acrobatics - no penalty to strike when moving
Basic Combat Awareness- Focus on one opponent and know what all their technological actions will be, offering 2 to 3 seconds to respond before hand, making them unsure and have to compensate for my movement
Advanced Combat Awareness- 66% of Basic Combat Awareness against all foes
Auto-Dodge: Bonus vs. technology
Cloud Sensors - Taloquin can, at will and subconsciously, cloud the sensors of the enemy
Cloud Targeting Computers - negates built-in bonuses for sensor-equipped weapons and vehicles/armor
Enhanced Criticals vs. Technology: *3 damage and +10% chance
Equipment
TW Body Armor: Gold and blue armor with blue skirt, full environmental w/ helmet, 720 HP, 75% DR/75% FR Threshold 30/75% CR Threshold 30/50% RR without helmet or Immune with/Immune PosR, no movement penalties from wearing, can chameleonize at will into the environment, language translator, short-range radio, forearm flashlight, multi-optics band: x-ray, UV, Advanced Thermal, nightvision, telescopic, adjusts heat signature to the environment, light high-quality exoskeleton: +50% Spd/Pwr, Targeted Deflection gauntlets
Horse in magical barding: Barding is silent, lightweight,
Gold and silver cross with rubies:
Falling Technique
Iai-Jutsu
Wilk’s Laser Knife: 80 energy damage, 40% AP, multi-attack 4
CP-40 Pulse Rifle: 60 damage from single shot/120 damage from multi-shot, 21 single shots/7 pulses, 5/20% AP, 3500 foot range
C-27 Plasma Cannon: 120 damage, single shots, 8/15% AP, 1000 foot range
7.62mm Hunting Rifle: AP Plastique rounds (80/80), regular rounds (200/200)