Valen Rend (Catyr Fallen Cosmo-Knight)

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Valen Rend
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Valen Rend (Catyr Fallen Cosmo-Knight)

Post by Valen Rend »

Player Name: Chris C.
G-Mail: csc2551@gmail.com
Ledger

Character Name: Valen Rend
Alias: None Yet
Race: Catyr
O.C.C.: Fallen Cosmo-Knight
Alignment: Aberrant
XP Level: 5
XP Points: 21,601
Next Level @ XP: 31,601

1 0,000-3,000
2 3,001-5,400
3 5,401-10,800
4 10,801-21,600
5 21,601-31,600

Sentiments/Non-Humans: For obvious reasons, he has few issues with them. But even more recently he has been open to the idea that to hate any species or culture is throwing stones in a glass house.
Disposition: He has spent 5 years of his life learning to hide his nature and this has transitioned to hiding his gnawing bitterness with the universe. He is mild mannered and doesn't stand out. He has made his way since his ousting moving from planet to planet, working different jobs to meet his needs.
Insanity: To be discussed with GM

ATTRIBUTES
I.Q.: 12
M.E.: 15
M.A.: 14
P.S.: 35 SN
P.P.: 24
P.E.: 31 SN
P.B.: 12
Speed: 83

PHYSICAL DATA
P.P.E.: 195
M.D.C.: 104
Age: 37
Sex: Male
Height: 6'
Weight: 185 lbs.
Description: Red Skin with a Bronze base hair with black streaks.

Racial Abilities
Night Vision 200'
Bio-Regeneration 2D6 M.D.C./hour
M.D.C. Increased by 2D6 per Level
Invulnerable to Radiation

Natural Abilities
Perception Bonus: 35% see rules here
Charm/Impress: 10% (P.B. 15=25%, 14=20%, etc.)
Invoke Trust/Intimidate: 30% (M.A. 15=35%, 14=30%, etc.)
Max. Encumbrance: 185 lbs. see rules here
Max. Carrying Weight: 1,200 lbs.
Max. Lifting Weight: 2,400 lbs.
Max. Jumping Ability: 53' Horizontal, 26.5' Vertical see rules here

O.C.C. Abilities:
Resistant to Energy: non-magical energy attacks do half damage.

O.C.C. Skills
Language: Trade 4 92%% (+1%)
Language: Trade 3 62% (+3%)
Language: Trade 5 62% (+3%)
Navigation: Space 55% (+5%)
Radio: Basic 50% (+5%)
Lore: Demons & Monsters 40% (+5%)
Movement in Zero Gravity 100% (+5%)
W.P. Polearm
HTH Martial Arts

O.C.C. Related Skills
Acrobatics
--Sense of Balance 45% (+3%)
--Walk Tightrope or High Wire 52% (+3%)
Boxing

Forced March
Gymnastics
--Work Parallel Bars & Rings 52% (+3%)
--Back Flip 58% (+2%)
Kick Boxing
Mathematics: Basic 50% (+5%)
Physical Labor
Pilot: Spacecraft (Small) 71% (+3%)
Prowl 35% (+5%)
Wrestling
Skills taken at 4th
Law: Space (CCW/Phase World) 40% (+5%)
Lore: Galactic Aliens 25% (+5%)

Secondary Skills
Athletics (General)
Climbing/Rappelling 40/45% (+5%)
Wilderness Survival 55% (+5%) (+5)
Running
W.P. Energy Pistol
W.P. Energy Rifle
Skills taken at 3rd
Body Building & Weight Lifting
Cook 45% (+5%)


Combat Data
HTH Type:
Level 1: Starts with four attacks/actions per melee; +3 to pull punch
and +3 to roll with impact/punch/fall, and body flip/throw; does 1D6 damage, victim loses initiative and one attack.
Level 2: +3 to parry and dodge; +2 to strike, and may perform Ka-
rate and any hand strike/punch.
Level 3: +1 on initiative, and may perform a Karate-style kick (does
2D6 damage) and any foot strike except Leap Kick.
Level 4: +1 additional attack/action per melee round.
Level 5: Leap Kick (3D8 damage, but counts as two melee attacks), and +2 to entangle.

Level 6: Critical Strike on an unmodified roll of 1 8, 19 or 20.
Level 7: W.P. Paired Weapons, can perform Holds and is +2 to disarm.
Level 8: Back flip and back flip escape.
Level 9: + 1 additional attack/action per melee round.
Level 10: Back flip attack and +2 to disarm.
Level 11: +4 to damage and + 1 on initiative.
Level 12: +2 to parry and dodge.
Level 13: Knockout/stun on an unmodified roll of 18, 19 or 20.
Level 14: +1 additional attack/action per melee round.
Level 15: Death blow on a roll of a Natural 20.

Number of Attacks: 6
Initiative Bonus: +1
Strike Bonus: +4
Parry Bonus: +10
Dodge Bonus: +10
HTH Damage Bonus: +20 (Applies to S.D.C. Damage Only)
Bonus to Roll w/Punch: +11
Bonus to Pull a Punch: +3
Bonus to Disarm: +2
Bonus to Entangle: +2
Other:
Melee Damage:
Restrained Melee Strike: 5D6+20 S.D.
Normal Melee Strike: 4D6 M.D.
Power Melee Strike: 1D4x10 M.D.

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

+1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.

+1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.

+2 to damage at levels 2 and 8. +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 3, 8, and 12; not designed for throwing.


Saving Throw Bonuses
Coma/Death: +31%
Magic (varies): +8
Lethal Poison (14+): +13
Non-Lethal Poison (16+): +13
Insanity (12+): +0
Psionics (15+): +0
Horror Factor (varies): +0
Disease: +5
Mind Control: +5
Drugs: +5
Last edited by Valen Rend on Thu Sep 07, 2023 3:07 pm, edited 9 times in total.
Valen Rend Character Sheet
M.D.C.: 104/104
P.P.E.: 195/195
Night Vision 200'
Invulnerable to Radiation
Resistant to Energy: non-magical energy attacks do half damage.
Coma/Death: +31%
Magic (varies): +8
Lethal Poison (14+): +13
Non-Lethal Poison (16+): +13
Insanity (12+): +0
Psionics (15+): +0
Horror Factor (varies): +0
Disease: +5
Mind Control: +5
Drugs: +5
User avatar
Valen Rend
Posts: 51
Joined: Mon Aug 29, 2022 7:58 am

Re: Valen Rend - PWVR WIP

Post by Valen Rend »

Equipment

In a Vault on Home
Cosmic-Naginata

Carried/In Hand

Worn on Person
NE-BA-30 Light Body Armor

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: NE-4 Plasma Cartridge Pistol
• Attachment:
• Attachment:
• Attachment:

Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: 3 Changes of Casual Clothing
• Space: Basic Rations x3 days.
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:

Stored in Vehicle


Black Card with 1,000 UTC


Cosmic-Naginata
  • Damage: 1d4*10+Normal Melee Damage
  • Weight:
  • Features:
  • Modifiers: 2-handed
The weapon can be thrown, in which case it does normal damage (lD4xlO M.D.) and automatically flies back to its owner.
Throwing Range: 1000 feet (305 m) in an atmosphere, 4000 feet (1200 m) in space.

NE-BA-30 Light Body Armor
  • Helmet: 50
  • Arms: 30 each
  • Legs: 40 each
  • Main Body: 60
Weight: 10 lbs.
Modifiers: -5% to physical skills
Features:
  • All standard NE environmental armor features (p.35-36, DB8)
  • Thermo-Kinetic Armor (thermal and kinetic attacks do 25% less damage)
Book Reference: p.39-40, DB8[/size]

NE-4 Plasma Cartridge Pistol
  • Range: 500'
  • Damage: 1D4x10 M.D.
  • Rate of Fire: Single shots only
  • Payload: 10 NE-003PC "Standard" Plasma Cartridges per magazine
  • Weight: 6 lbs.
  • Features: None
  • Modifiers: Characters with a P.S. of 17 or less are -2 to strike even on an aimed shot; W.P. Energy Pistol
  • Book Reference: p.117, DB2

Last edited by Valen Rend on Mon Jun 26, 2023 6:40 am, edited 3 times in total.
Valen Rend Character Sheet
M.D.C.: 104/104
P.P.E.: 195/195
Night Vision 200'
Invulnerable to Radiation
Resistant to Energy: non-magical energy attacks do half damage.
Coma/Death: +31%
Magic (varies): +8
Lethal Poison (14+): +13
Non-Lethal Poison (16+): +13
Insanity (12+): +0
Psionics (15+): +0
Horror Factor (varies): +0
Disease: +5
Mind Control: +5
Drugs: +5
User avatar
Valen Rend
Posts: 51
Joined: Mon Aug 29, 2022 7:58 am

Re: Valen Rend - PWVR WIP

Post by Valen Rend »

Background Story
As a child Valen dedicated himself to the service of those less fortunate. He helped feed the homeless, helped build housing for for those in need of shelter. Although his family was not wealthy they had stability and safety. He committed himself to making sure as many people as he could received the same.

Valen was 32 when the Cosmic Forge came to him in a dream. It said he was chosen to be a protector of the weak and the downtrodden. An agent of justice in the Three Galaxies. He agreed to serve the Forge and was given immense power at the expense of leaving that life behind. For five years he did as he was told. A true believer in the infallible goodness of the Forge. Armies fell beneath his cosmic weapon. He served with honor and prowess.

In his 5th Year as a Knight, he was dispatched to a skirmish on the edge of TE territory. The Empire had set sights on a small unaligned planet. When negotiations of an alliance failed, they opted to conquer them. They cried out to the universe for help, The Cosmic Forge answered. As was always the case Valen was wholly committed to be the protector he was made to be. The Cosmo-Knights, fought against the Imperial Legion and a contingent of the Invincible Guardsmen. They were tasked with protecting the inhabitants of the planet, until a fleet of CAF vessels could help secure the planet and drive off the Imperial Fleet. They did just that. What Valen didn’t know is that the planet had a resource highly valued by the TE and the CCW. Valen would later find out that the protection of the people of this planet was not the primary objective. The CAF and the Cosmo-Knights were sent to intervene in hopes of preventing the TGE from acquiring the resource, and the CAF was to secure the planet and its resources for the CCW themselves. The CCW was going to use the social capital of preventing the TE's conquest, to acquire the social capital to form an alliance. Then, on the verge of defeat, the TE forces scorched the planet with their nuclear arsenal. Valen watched 100's of thousands of people be disintegrated, and while helping them cope with the aftermath, millions more die from intense radiation exposure.

He was devastated. Valen spent the next 6 months in a dark place. He struggled with what he had witnessed. Nagging and pulling at the back of his mind, was the thought that, had they not intervened, the people would be alive. Conquered but alive. The CCW, CAF and the Knights had chosen the strategic value of resources over millions of lives. How could that be if the Cosmic Forge was supposed to be a bastion of good.

These thoughts led to deeper questions. The First Race was destroyed by the Forge. According to legend, it was because a malevolent being was able to utilize the Forge to eliminate them. But is that true? Who would know? The Forge? Why should we trust it? We assume because the CosmoKnights have done things seen as valuable to the CCW and worlds with similar values, that the Cosmic Forge's motives are good. But if it was indeed the case, would not a universal force so powerful, opt to find ways that are less bellicose to address the problems that face the Three Galaxies. Forge a Shield instead of a Sword? Are there not just as many people in the Three Galaxies that fear that the Cosmo-Knights will one day come to their world and destroy them for their way of life? Nothing should have that much power without oversight or accountability. Could Valen remain in the service of the Cosmic Forge?

Valen had fought for what he thought was right based on the belief the Forge was infallible. When he really began considering what he knew of the Forge he realized, there was nothing that he could find that supported that notion. So he decided to attempt communing with the Forge and confronted to confront the intelligence with the questions that plagued him. This was in direct violation of his code, and he was not given the answers he sought. Instead he was stripped of his powers and cast out of the Knights. A life once abundant with purpose was now devoid of it.

Could he blame the Forge for its decision? No. There was no way he could effectively serve its will. After spending time in solitude reflecting, he opted to go out into the Three Galaxies. He now seeks meaning and to find a path. He has come to realize that there is no right and wrong, no good or evil. Simply agendas, and varying levels of power to see them through. He still seeks to help people but never in black and white terms. Absolutes don’t exist. Those who establish them are just asserting their might over others. Sometimes what you think is best for people is not good for them at all. You must meet them where they are. And do your best to help them the way that is needed by them and not the way you think they need to be helped. Beating inequity into submission does not end inequity. You have used the tactics of the oppressor to oppress others in a way that is acceptable to you. His hope is that in the remaining century and a half of his life he will be able to experience the Galaxy, through interacting with people who live day to day in this way of life. He hopes meeting these people will allow him to find an intersection of meaning and maybe actual purpose. A purpose free of the manipulation of others. It is in this new stage of his life that he meets the Reavers.
Last edited by Valen Rend on Tue Jun 06, 2023 4:25 am, edited 4 times in total.
Valen Rend Character Sheet
M.D.C.: 104/104
P.P.E.: 195/195
Night Vision 200'
Invulnerable to Radiation
Resistant to Energy: non-magical energy attacks do half damage.
Coma/Death: +31%
Magic (varies): +8
Lethal Poison (14+): +13
Non-Lethal Poison (16+): +13
Insanity (12+): +0
Psionics (15+): +0
Horror Factor (varies): +0
Disease: +5
Mind Control: +5
Drugs: +5
User avatar
Valen Rend
Posts: 51
Joined: Mon Aug 29, 2022 7:58 am

Re: Valen Rend - PWVR WIP

Post by Valen Rend »

Catyr/CosmoKnight |
4d6-L: [5, 4, 5, 4]-L = 14 / 4d6-L+2: [3, 2, 1, 4]-L+2 = 11
4d6-L: [4, 1, 5, 5]-L = 14 / 5d6-L+4: [3, 6, 5, 1, 3]-L+4 = 21
4d6-L: [4, 2, 4, 4]-L = 12 / 4d6-L+4: [4, 4, 6, 3]-L+4 = 18
7d6-L+6: [3, 6, 5, 2, 2, 2, 2]-L+6 = 26 / 4d6-L+32: [3, 6, 2, 5]-L+32 = 46
5d6-L+6: [4, 6, 2, 2, 5]-L+6 = 23 / 4d6-L+6: [1, 6, 5, 4]-L+6 = 21
5d6-L+6: [1, 1, 2, 2, 1]-L+6 = 12 / 4d6-L+10: [5, 6, 1, 6]-L+10 = 27
5d6-L: [1, 5, 2, 2, 3]-L = 12 / 4d6-L: [1, 2, 4, 1]-L = 7
5d6-L: [1, 2, 4, 2, 6]-L = 14 / 3d4-L*10: [2, 4, 4]-L*10 = 80 d6: [3] = 3

IQ: 12 =Base 14 -2 Fallen | New Base: 12
ME: 15 =Base 21 -6 Fallen | New Base: 15
MA: 14 =Base 18 -4 Fallen | New Base: 14
PS: 35 SN =Base 46 -22 Fallen | New Base: 24 +1 Acrobatics, +1 Athletics, +2 Body Build, +2 Gymnastics, +1 Kickbox, +2 Physical Labor, +2 Wrestling
PP: 19 =Base 23 -6 Fallen | New Base: 17 +1 Acrobatics, +1 Gymnastics
PE: 31 SN =Base 27 -6 Fallen | New Base: 21 +1 Acrobatics, +2 Forced March, +2 Gymnastics, +1 Kickbox, +1 Outdoors, +1 Physical Labor, +1 Running, +1 Wrestling
PB: 12 =Base 12
SPD: 83 =Base 80 -10 Fallen | New Base: 70 + d6: [4] = 4 Athletics, + d4: [2] = 2 Forced March, + 4d4: [3, 2, 1, 1] = 7 Running
Roll with Impact: +2 Acrobatics, +1 Athletics, +1 Boxing, +2 Gymnastics, +1 Wrestling = +8
APM: +1 Boxing = +1
Parry: +1 Athletics, +2 Boxing, +2 PP = +5
Dodge: +1 Athletics, +2 Boxing, +2 PP = +5

MDC: 104 4d6*10+60: [1, 1, 2, 3]*10+60 = 130 + 20d6: [6, 1, 3, 1, 4, 6, 2, 5, 6, 2, 5, 2, 6, 4, 2, 5, 4, 5, 5, 3] = 77 | 207 Base -103 Fallen
PPE: 195 d6*10*10: [3]*10*10 = 300 + 5d4*10: [2, 4, 4, 3, 1]*10 = 140 | 440 Base - 50 Cosmic Weapon -195 Fallen

d6: [1] = 1
d6: [2] = 2

O.C.C. Skills
Language: Trade 4 92%% (+1%)
Language: Trade 3 62% (+3%)
Language: Trade 5 62% (+3%)
Navigation: Space 55% (+5%)
Radio: Basic 50% (+5%)
Lore: Demons & Monsters 40% (+5%)
Movement in Zero Gravity (100%) (+5%)
W.P. Sword
HTH Martial Arts

O.C.C. Related Skills:
Acrobatics
--Sense of Balance 45% (+3%)
--Walk Tightrope or High Wire 52% (+3%)
--Back Flip 48% (+2%)
Boxing
Climbing/Rappelling 40/45% (+5%)
Forced March
Gymnastics
--Work Parallel Bars & Rings 52% (+3%)
--Back Flip 58% (+2%)
Kick Boxing
Mathematics: Basic 50% (+5%)
Physical Labor
Prowl 35% (+5%)
Wrestling
Skills taken at 4th
Law: Space: CCW/Phase World 40% (+5%)
Lore: Galactic Aliens 25% (+5%)

Secondary:
Athletics (General)
Body Building & Weight Lifting
Wilderness Survival 55% (+5%) (+5)
Running
W.P. Energy Pistol
W.P. Energy Rifle
Skills taken at 3rd
Cook 45% (+5%)
Pilot: Spacecraft: Small 66% (+3%)

Preapproval: 9 PP Start at 5.
1d6 Attribute Increase 16+ to PP d6: [5] = 5


Player Name: Chris C.
G-Mail: csc2551@gmail.com

Character Name: Valen Rend
Alias:
Race: Catyr
Alignment: Aberrant
O.C.C. 1: Fallen Cosmo-Knight (Frozen)
XP Level: 5 (Frozen)
XP Points: 21,601 (Frozen
Next Level @ XP: 31,6019
O.C.C. 2: Vagabond
Alignment: Aberrant
XP Level: 1
XP Points: 0
Next Level @ XP: 1,876
1 0,000-1,875
2 1,876-3,750
3 3,751-7,250
4 7,251-14,100
5 14,101-21,200
6 21,201-31,200
7 31,201-41,200
8 41,201-51,200
9 51,201-71,200
10 71,201-101,500
11 101,501-136,500
12 136,501-186,500
13 186,501-236,500
14 236,501-286,500
15 286,501-326,500


Sentiments/Non-Humans: For obvious reasons, he has few issues with them. But even more recently he has been open to the idea that to hate any species or culture is throwing stones in a glass house.
Disposition: He has spent 5 years of his life learning to hide his nature and this has transitioned to hiding his gnawing bitterness with the universe. He is mild mannered and doesn't stand out. He has made his way since his ousting moving from planet to planet, working different jobs to meet his needs.
Insanity:

ATTRIBUTES
I.Q.: 12
M.E.: 20
M.A.: 16
P.S.: 36 SN
P.P.: 22
P.E.: 32 SN
P.B.: 12
Speed: 83

PHYSICAL DATA
P.P.E.: 195
M.D.C.: 119
Age: 37
Sex: Male
Height: 6'
Weight: 185 lbs.
Description: Red Skin with a Bronze base hair with black streaks.

Racial Abilities
Night Vision 200'
Bio-Regeneration 2D6 M.D.C./hour
M.D.C. Increased by 2D6 per Level.

Natural Abilities
Perception Bonus: 57% see rules here
Charm/Impress: 10% (P.B. 15=25%, 14=20%, etc.)
Invoke Trust/Intimidate: 40% (M.A. 15=35%, 14=30%, etc.)
Max. Encumbrance: 185 lbs. see rules here
Max. Carrying Weight: 1,250 lbs.
Max. Lifting Weight: 2,500 lbs.
Max. Jumping Ability: 54' Horizontal, 27' Vertical see rules here

O.C.C. Abilities
Eyeball a Fella: The character knows people so well that he can usually size up a person just by observing him or her for a few minutes. Can discern the following about the person: Educated or not, rich or poor, works hard or works at a desk for a living, from what part of the country the person originates, artist or skilled laborer or management, currently flush with money or operating on a budget, if the person is being honest and genuine or lying or putting on airs, happy or discon­ tented, being genuinely friendly or looking to get something outta the exchange (e.g. looking for information, a good deal, a particular person, food, etc.).
Base Skill: 56% +3%

O.C.C. Skills
Barter 48% (+4%)[/size]
Begging 42% (+3%)
Cook 67% (+5%) (3rd Level)
General Repair & Maintenance 47% (+5%)
I.D. Undercover Agent 42% (+4%)
Language: Trade 4 94%(+1%)
Language: Trade 3 64% (+3%)
Language: Trade 5 64% (+3%)
Lore: Demons & Monsters 42% (+5%) (Frozen)
Movement in Zero Gravity 102% (+5%) (Frozen)
Navigation: Space 57% (+5%) (Frozen)
Pilot: Automobile 72% (+2%) (+ 1 0%)
Play Musical Instrument 37% (+5%)
Radio: Basic 52% (+5%)
Sewing 57% (+5%)
Streetwise 37% (+5%)
W.P. Energy Pistol
W.P. Sword
HTH Martial Arts

O.C.C. Related Skills
Acrobatics (Frozen)
--Sense of Balance 46% (+3%)
--Walk Tightrope or High Wire 54% (+3%)
--Back Flip 50% (+2%)
Boxing (Frozen)
Climbing/Rappelling 47/52% (+5%)
Forced March (Frozen)
Gymnastics (Frozen)
--Work Parallel Bars & Rings 54% (+3%)
--Back Flip 60% (+2%)
Kick Boxing (Frozen)
Mathematics: Basic 57% (+5%)
Physical Labor (Frozen)
Prowl 52% (+5%)
Wrestling (Frozen)
Skills taken at 4th
Law: Space: CCW/Phase World 47% (+5%)
Lore: Galactic Aliens 32% (+5%)

Secondary Skills
Athletics (General)
Body Building & Weight Lifting
Wilderness Survival 57% (+5%) (+5)
W.P. Energy Rifle
Running
Skills taken at 3rd
Pilot: Spacecraft: Small 68% (+3%)

Combat Data
HTH Type:
Level 1: Starts with four attacks/actions per melee; +3 to pull punch
and +3 to roll with impact/punch/fall, and body flip/throw; does 1D6 damage, victim loses initiative and one attack.
Level 2: +3 to parry and dodge; +2 to strike, and may perform Ka-
rate and any hand strike/punch.
Level 3: +1 on initiative, and may perform a Karate-style kick (does
2D6 damage) and any foot strike except Leap Kick.
Level 4: +1 additional attack/action per melee round.
Level 5: Leap Kick (3D8 damage, but counts as two melee attacks), and +2 to entangle.
Level 6: Critical Strike on an unmodified roll of 18, 19 or 20.

Level 7: W.P. Paired Weapons, can perform Holds and is +2 to disarm.
Level 8: Back flip and back flip escape.
Level 9: + 1 additional attack/action per melee round.
Level 10: Back flip attack and +2 to disarm.
Level 11: +4 to damage and + 1 on initiative.
Level 12: +2 to parry and dodge.
Level 13: Knockout/stun on an unmodified roll of 18, 19 or 20.
Level 14: +1 additional attack/action per melee round.
Level 15: Death blow on a roll of a Natural 20.

Number of Attacks: 6
Initiative Bonus: +1
Strike Bonus: +2
Parry Bonus: +8
Dodge Bonus: +8
HTH Damage Bonus: +20
Bonus to Roll w/Punch: +11
Bonus to Pull a Punch: +3
Bonus to Disarm: +2
Bonus to Entangle: +2
Other:
Restrained Melee Strike: 6D6 S.D.
Normal Melee Strike: 5D6 M.D.
Power Melee Strike: 1D6x10 M.D.
Critical Strike on an unmodified roll of 18, 19 or 20.

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Energy Pistol - +3 to Strike
  • +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.
W.P. Energy Rifle - +3 to Strike
  • +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
W.P. Pole Arm - +3 to Strike, +3 Parry, +1 to Strike Thrown
  • +2 to damage at levels 2 and 8. +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 3, 8, and 12; not designed for throwing.
Saving Throw Bonuses
Coma/Death: +32%
Magic (varies): +8
Lethal Poison (14+): +13
Non-Lethal Poison (16+): +13
Insanity (12+): +3
Psionics (15+): +4
Horror Factor (varies): +2
Disease: +5
Mind Control: +5
Drugs: +5
Possession: +1
Resistant to Energy: non-magical energy attacks do half damage.
Invulnerable to Radiation


d4: [1] = 1
2d6: [6, 6] = 12
Last edited by Valen Rend on Tue Jun 06, 2023 9:56 am, edited 1 time in total.
Valen Rend Character Sheet
M.D.C.: 104/104
P.P.E.: 195/195
Night Vision 200'
Invulnerable to Radiation
Resistant to Energy: non-magical energy attacks do half damage.
Coma/Death: +31%
Magic (varies): +8
Lethal Poison (14+): +13
Non-Lethal Poison (16+): +13
Insanity (12+): +0
Psionics (15+): +0
Horror Factor (varies): +0
Disease: +5
Mind Control: +5
Drugs: +5
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General Disarray
Game Master
Posts: 174
Joined: Sat Aug 06, 2022 1:41 pm

Re: Valen Rend (Catyr Fallen Cosmo-Knight) - NF

Post by General Disarray »

Code: Select all

Perception 35%: [roll]d100[/roll]
JIC:[roll]d100[/roll], [roll]d20[/roll]
Armor: Head 50/50 | Torso 60/60 | Legs 40/40 | Arms 30/30
Conditions: Bio-Regeneration 2d6/hr., Invulnerable to Radiation, Non-Magical Energy Attacks Do Half Damage, SN PS, SN PE.
[inline=Saving Throws]
Coma/Death: +31%
Magic (varies): +8
Lethal Poison (14+): +13
Non-Lethal Poison (16+): +13
Insanity (12+): +0
Psionics (15+): +0
Horror Factor (varies): +0
Disease: +5
Mind Control: +5
Drugs: +5
[/inline]


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