Baz Prince (D-Shifter/B-Boy) LEVEL UP

This is where previously used character sheets are stored.
Resurrecting any character from this forum requires template validation/update, and total equipment restart.
Post Reply
User avatar
Schenley Balthazar Prince
Posts: 12
Joined: Wed Jun 21, 2023 8:55 pm

Baz Prince (D-Shifter/B-Boy) LEVEL UP

Post by Schenley Balthazar Prince »

Player Name: Chris C.
Link to Ledger: Ledger

Character Name: Shenley Balthazar Prince
Alias: Baz
Race: Human
O.C.C.: D-Shifter (Chaos Earth Conversion)
Alignment: Scrupulous
XP Level: 2
XP Points: 5,651 (Zoe 06OCT23)
Next Level @ XP: 4,301
1 0,000 - 2,150
2 2,151 - 4,300
3 4,301 - 9,600
4 9,601 - 18,900
5 18,901 - 26,200
6 26,201 - 36,500
7 36,501 - 52,800
8 52,801 - 73,100
9 73,101 - 98,400
10 98,401 - 134,700
11 134,701 - 185,300
12 185,301 - 240,600
13 240,601 - 292,900
14 292,901 - 342,200
15 342,201 - 415,500

Sentiments/Non-Humans: Fascinating. Also maligned when they go through as much Trauma being displaced to Earth as they cause. Hurt beings hurt beings.
Sentiments/Coalition: Who are they now?
Disposition: He is an excitable suburban 17 yr old from the 21st Century transplanted into a 23rd Century post-apocalyptic wasteland. He also just became a superhero and has started discovering girls. His life is AWESOME!!!

I.Q.: 13
M.E.: 15
M.A.: 14
P.S.: 12 (SN)
P.P.: 16
P.E.: 17
P.B.: 12
Speed: 18

P.P.E.: 99 (50 P.P.E. Battery) Recovery: 5 Points Every Hour of Sleep
I.S.P.: 37 (67 Psynetic Crystal Amplifier) Recovery: 5 Points Every Hour of Sleep
M.D.C.: 59 & Regenerates 1d6 Every 24 Hours
(109 & Regenerates 1d6 Every Melee Round within 500’ of a Blue Zone/Ley Line)
Age: 17
Sex: Male
Height: 5'8"
Weight: 124
Description: He is has Brown Hair and Hazel Eyes, with slightly Athletic Build.

Natural Abilities
Perception: 18% 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: 41 lbs. see rules here
Max. Carrying Weight: 240 lbs.
Max. Lifting Weight: 480 lbs.
Max. Jumping Ability: 18' Horizontal, 9' Verticalsee rules here

Special Abilities
    • Away From Ley Line
      Regenerates 1d6 M.D.C. every 24 hours
    • Within 500' of a Ley Line
      M.D.C. Increased by 50.
      Regenerates 1d6 M.D.C. Every Melee Round
  1. Whenever the D-Shifter is on a ley line (in a Blue Zone), the character feels the ebb and flow of the ley line as if it were a living part of him. Consequently, the DShifter knows when a dimensional portal/Rift opens anywhere on the line, how long it is open, when it closes, if anyone (or “thing”) entered or exited the Rift, and whether the Rift is near or far or on a connecting line. Likewise, the D-Shifter feels the increased power of the Blue Zones at special times of the year and during cosmic events, as well as when something is draining or disrupting the flow of the line. Their connection to the lines of energy is so strong that D-Shifters also feel when demons spontaneously appear in a Blue Zone currently occupied by the character and whether they are near or far, or many.
  2. The D-Shifter can sense where a dimensional portal leads to, i.e., what world or dimension lays on the other side. They can also sense whether that plane of existence is safe, hazardous or deadly to humans without having to enter it.
  3. The D-Shifter is the only being known to be unaffected by Ley Line Storms and other strange phenomena that spring from the ley lines/Blue Zones. Thus, storms and other disturbances generated in the Blue Zones roll over the D-Shifter without adverse effect. D-Shifters are aware of the storm and can feel the ebb and flow of energy, but suffer no penalties, discomfort or problems from it. This means they are not struck by lightning, are never teleported against their will, nor do they suffer power surges or side effects. Furthermore, D-Shifters can “feel” when a Ley Line Storm or other disturbance is occurring anywhere on the ley line or any connecting lines which they are currently on, and know if it is coming their way and how soon it will hit, accurate to within 2D6 seconds.
  4. From D-Bees to demons, the D-Shifter can tell at a glance whether someone is indigenous to a particular world, or not. Consequently, the character can always tell the difference between a native and a “visitor.” Note: In the case of creatures of magic who can change their shape, the D-Shifter cannot tell exactly what type of creature the being maybe, but will know it is a creature of magic and can probably make a good guess at what it is (dragon, Sphinx, Faerie Folk, etc.) even if it is disguised as a mortal. Also see Recognize the Supernatural.
  5. The ultimate unnatural beings or dimensional visitors are supernatural beings, and the D-Shifter can sense and see them for what they really are even when the beings are physically transformed to appear as human or animal, as well as see supernatural beings who possess mortals to anchor themselves to the physical plane of existence. The D-Shifter’s innate knowledge of the supernatural is equal to the skill, Lore: Demons & Monsters at a 95% skill proficiency and Mythology (as it applies to Earth) at 90%.
  6. Though not truly supernatural beings, the D-Shifter can see Astral Travelers, as well as Astral beings. By Shift Phasing, the character can touch, attack and hurt Astral beings with their punches and magic. D-Shifters can also see supernatural beings, like Entities and Elementals whose natural state is invisible.
  7. The D-Shifter can Shift Phase his entire body into the Astral Plane (if so desired), and still flawlessly return to the physical world. Note: D-Shifters don’t feel comfortable in the Astral Plane and seldom linger there for any reason, using it as a passage from one reality to another, or a temporary holding zone, rather than a destination to visit and explore. There is just something about the Astral Plane they don’t like.
    • The Color Blue - Affinity for the Color Blue
    • Hooded Capes and Cloaks - They also like to wear (blue, of course) hooded cloaks and capes over their clothes, as well as gas masks to further conceal their features, even though, as creatures of magic, they don’t need any kind of air filtration system. Whether this is a psychological response or instinct to conceal their identity or to hang onto their humanity is uncertain. All D-Shifters, however, develop some inclination to wear blue and hooded garments.
    • Alien Life Forms - D-Shifters are curious about all alien life forms. This fascination makes them much more trusting and accepting of D-Bees and aliens, and can lead to hours of questions about the visitor’s home world, culture, and abilities.
Powers In Blue Zone
    • Energy Bolt: 2d6 M.D.
    • Electrical Bolt: 3d6 M.D.
    • Fire Blast: 2d6 M.D.
    • Lightning Bolt: 5d6 M.D.
      Can reduce damage by 1d6 M.D. if desired.
    P.P.E. Cost: 6 | 3
    • Limited to Dimension, Space, Time and Reality Altering Spells i.e. All Ley Line Magic Spells, Rifts and Portal, Teleportation, Temporal Magic, etc.)
    P.P.E. Cost: 1/2 Spell Cost | 1/3 Spell Cost
  1. This is the power to re-open a dimensional portal whether it was a random ley line event, a spell, ritual or man-made gateway. Typically, such portals appear at a ley line junction. The D-Shifter can only open a portal or Rift that has appeared within the last 24 hours and it opens to the last place the portal led to.
    P.P.E. Cost: 100
  2. This is the D-Shifter’s version of teleportation. In the Blue Zones the D-Shifter can vanish in the blink of an eye to reappear anywhere on the ley line (or a connecting line) with 100% accuracy. In addition, the D-Shifter can teleport to his home or anyplace within 100 miles (160 km) with which he is intimately familiar (knows well and visits often), or any location he can see within 100 feet per level of experience (i.e., he could teleport to a rooftop, or from a rooftop to the street below, and so on).
    P.P.E. Cost: 60 | 30
  3. The character phases to straddle two dimensions simultaneously (one usually being the Astral Plane, and one the physical plane he starts out from). The effect makes the character fade, becoming semi-transparent. In this form, the ghostly D-Shifter is aware of what is happening around him in both dimensions, and he can react to events and speak to people in both dimensions. In the physical world he moves at half his usual Spd attribute and can speak, but cannot make physical contact or attack physically or with any of his magic powers or abilities, except to Shift Phase back to the physical plane or blink out entirely by D-Shifting completely into the limbo of the Astral Plane. In the alternative, he can Shift Location to go home or elsewhere on the ley line. While in Shift Phase, the character is intangible, like a ghost, and cannot be harmed by most types of magic, physical attacks or energy blasts. He does, however, remain vulnerable to psionic attacks and he cannot attack those in the physical world. While intangible, the D-Shifter can walk through walls and drop through floors, but cannot fly or float through ceilings.
    P.P.E. Cost: 30 | 15
  4. The D-Shifter can go back to any moment in time he has personally experienced to observe a moment from his own past. This can be used to remember some forgotten detail (telephone number, combination to a lock, a passage from a book, etc.), or to remember an enemy’s (or loved one’s) face or to relive a moment from a particular event. However, the D-Shifter sees the event as if it were an out of body experience in which he is floating, unseen (he’s not really there in the true sense of the word) and unable to influence the past event in any way whatsoever (can’t speak/communicate, touch, use powers, psionics, etc.) – only observe as a phantom. Some believe no time travel is involved at all and that the power is really more like a bizarre version of Total Recall.
    P.P.E. Cost: 20 | 10
  5. With a thought, the D-Shifter can increase his physical form to become a heavy Mega-Damage creature. Triple the character’s usual M.D.C. and any damage he sustains is taken off the extra M.D.C. first. HOWEVER, while a Heavy Mega-Damage being, and for 1D6x10 minutes afterward, the D-Shifter cannot use any of his other powers! P.S. is unchanged. 177 M.D.C (327 M.D.C in a Blue Zone)
    P.P.E. Cost: 24 | 12
  6. The D-Shifter turns himself into a creature of light. He retains a vaguely humanoid shape, but is completely made of light; any color he desires. In light form, the character can hover and fly (maximum speed is 200 mph, no limit to height and can even exist in the vacuum of space), observe, fire a light beam to use as a searchlight (600 foot), and radiate light on par with a 300 watt light bulb (fills a 20 foot). The character can also see in all spectrums of light, cannot be blinded by light regardless of the intensity, is impervious to radiation and can go through the tiniest of cracks and openings. However, the light being cannot impact/harm the physical world, has trouble telling time (one minutes seems like a second or two) and has trouble hearing and remembering sounds and conversations (is a visual being when made of light). Suffers from night blindness (is blind, -10 to strike, parry and dodge) in the dark and dim light (anything less than a 60 watt bulb means he is blind) for 6D6 minutes afterward.
    P.P.E. Cost: 28 | 14
  7. The D-Shifter becomes a humanoid-shaped energy being who can hover and fly (maximum speed is 60 mph; maximum altitude is 3,000 feet), and is impervious to all forms of energy attacks. Punches and kicks do 2d6 M.D. and the character can fire any of his Energy Blasts at double their usual range and doing an extra 1d6 M.D. However, the D-Shifter feels drained for 2d6x10 minutes after he returns to normal, and feels like he’s starving. During this period he is -2 on initiative, -2 to strike and on all other combat bonuses, Spd is -20% and he eats like a pig (double normal) if he gets the chance.
    P.P.E. Cost: 24 | 12
Major Psionic
  1. The ability to deaden pain can be used as a painkiller which temporarily negates existing pain or as an anesthetic to be used for surgery.
    3 hours Psynetic Crystal Amplifier
  2. Saving Throw: Standard; a save vs Empathy means the psychic can not get a clear sense of the emotions of that particular person. To save vs Empathy the person must roll to save once each melee that the psychic is using Empathy. Mind Block wiII prevent any empathic emanations from the blocked person. Empathy is a psi-ability that makes the psychic aware of, or feel, the emotions of other people, animals and supernatural creatures. The strongest emotions are easiest to sense: hate, anger, terror, love. Feeling for emotions can often be used to establish that somebody or something is nearby, but can NOT be used to pinpoint an invisible or hiding person! creature. Empathy can be especially helpful in recognizing and communicating with ghosts and other supernatural creatures. Questioning a person/being while using Empathy can be very handy in establishing how they are reacting to you. In a limited sense, Empathy can be used like a lie detector to see if the emotions match the verbal response. For Example: "Did you know the deceased?" The verbal answer is no, but there is a sudden flare of nervousness and fear (or hate). This doesn't mean the guy is the killer, but it might mean he is lying about knowing the dead man. Further questions might pull out a strong emotion such as anger or hate (or happiness), which may confirm the psychic's suspicions that this man might be involved in the murder. However, remember that this is, at best, circumstantial evidence and definitely inadmissible in court. Physical proof must be found, but the empathic readings may put characters on the right track. Also, remember that the empathic psychic is feeling the person's real emotions, but interpreting their significance. A very nervous person may always radiate fear or anxiety, while a cold-blooded, pathological killer may feel nothing at all and stay calm and cool as he lies through his teeth. The feeling of hate may mean that the person did know the murder victim, or knew of him, and hated him for any number of reasons. That does not mean he killed him. As you can see, interpreting emotions can be a tricky thing. Haunting Ghosts and Entities rarely mask their emotions. Thus, the psychic can easily tell if one or more is nearby (within 100 feet) and what it is feeling. "I sense great sorrow." or "Do as it says! It is angry, almost crazed. I think it will carry out its threat if you try to stop it."
    5’ - 6 minutes Psynetic Crystal Amplifier
  3. This is a form of telepathy geared to give the psychic an advantage in melee combat. To put this ability in place, the psychic must concen trate for one melee round (15 seconds), putting himself in a Zen-like state of awareness. For the next two melee rounds, the Intuitive Combat sense makes the character one with his body and weapon, reacting quickly and efficiently with amazing reflex action, balance and grace. Note: The psychic is unable to use any other psionic power, including Mind Block, while this power is in use. He can cancel it with a thought.
    Bonuses: +3 on initiative, + 1 to strike, +1 to parry, +4 to dodge, +4 to pull punch, +2 to roll with punch, fall or impact, and +2 to disarm.
    • Cannot be caught by surprise, even by attacks from behind or from long-range, which means he can try to parry or dodge all attacks leveled at him.
    • + 10% to abilities (balance, etc.) provided by the Acrobatics and/or Gymnastic skills, as well as + 1 0% to Climb and Swim skills.
    6 Melee Rounds Psynetic Crystal Amplifier
  4. This is the ability to completely close or block oneself from all psychic/mental emanations. When intentionally closed to supernatural or psychic forces the character can not sense anything, can not use psychic abilities, nor be influenced by others. A Mind Block will prevent penetration of Telepathy, Empathy, Hypnotic Suggestion, and Empathic Transmission. It can be an invaluable protective mask when dealing with malevolent psychic forces. Adds a bonus of + 1 to save vs all psychic and mental attacks. Note: Mind Block only blocks psionic attacks that affect the psychic's mind or emotional state (e.g. Telepathy, Empathy, Hypnotic Suggestion, etc.). It offers no protection from magic.
    30 Minutes Psynetic Crystal Amplifier
  5. The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he knows is that something life threatening will happen within the next 60 seconds (4 melees)! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.). The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet or a flash flood is rushing his way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the Sixth Sense is temporarily rendered inoperative. Bonuses: The sudden flash of insight provides the following bonuses. All bonuses apply only to the first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed. +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.
    135’ Psynetic Crystal Amplifier
  6. This power temporarily suppresses the chemical and psychological components of fear in the recipient. As a result, the character is unable to feel fear or is barely frightened even if intellectually he realizes he is in grave danger, or is facing a terrifying monster or situation. This enables the character to think rationally and take calm, calculated action, rather than respond with the typical "fight or flight" reactions of those who are scared. While this power is activated, the character automatically succeeds on any roll to resist Horror Factor, even if magically induced. This power can be used on the psychic himself or on one or two others.

    3 Minutes Psynetic Crystal Amplifier
  7. Saving Throw: Conditional. When a character suspects he is being telepathically probed he can resist, getting the standard saving throw. Mind Blocks will completely prevent telepathic probes or communications as long as the block is up. The power of Telepathy allows the psychic to eavesdrop on what another person is thinking at a particular moment. This is done by focusing on that one individual and picking up on his or her surface thoughts. Surface thoughts are those thoughts and musings uppermost in a target's mind. A deep probe into memory is not possible. Although the psychic can read the thoughts of several people, he can only do so by focusing on one person at a time. Simultaneous, multiple mind reading is impossible for the character. Limited telepathic communication is also possible. The telepath can send a directed thought message to one person at a time. The message must be as brief and clear as possible. Like, "John, I need you immediately. Hurry!" or "Stop! Don't do that." "Come here," "Look out" or "Press the green button." However, two-way telepathic communication is not possible except between two characters both with telepathic abilities.
    90’ - 6 Minutes Psynetic Crystal Amplifier
Spell Knowledge (Armor TW Features)
  1. The incantation magically gives the character a Supernatural P.S. of 30 and a P.E. of 24 for the duration of the magic. Supernatural strength, endurance and bonuses last for the dura­ tion of the magic.
    Supernatural Strength: P.S. = 30 SN
    Encumbrance: 124 lbs.
    Carries: 1,500 lbs.
    Lifts: 3,000 lbs.
    Melee Damage:
    Restrained Strike: 5d6+15
    Regular Strike: 3d6 M.D.
    Power Strike: 6d6 M.D.
    Jumping Distance: 45’ Horizontal, 23’ Vertical
    Supernatural Endurance: P.E. = 24 SN

    3x Day
  2. The invocation bestows the character with the equivalent of a Speed attribute of 44 (equal to 30 mph/48 km) and adds a bonus of +2 to parry and +6 to dodge for the duration of the magic. All movements per­ formed during this period are done without fatigue.
    3x Day

O.C.C. Skills (Wearing Armor)
Computer Operation 60% (+5%)
Dance 45% (+5%) 40%
Language: English 89% (+1%)
Language: Spanish 58% (+3%)
Literacy: English 89% (+5%)
Lore: D-Bee 40% (+5%)
Lore: Demons & Monsters 95% Special Ability
Lore: Magic
--General Knowledge: 40% (+5%)
--Recog. Magic Circles, Runes, etc: 30% (+5%)
--Recognize Enchantment 24% (+4%)

Mathematics: Basic 60% (+5%)
Mythology (Earth) 90% Special Ability
Pilot: Automobile 72% (+2%)
Pilot: Motorcycles & Snowmobiles 72% (+4%)
Sewing 55% (+5%)

Professional Skills
--Sense of Balance 73% (+3%) 68%
--Walk Tightrope or High Wire 83% (+3%) 78%
--Work Parallel Bars & Rings 83% (+3%) 78%
--Back Flip 92% (+2%) 87%

O.C.C. Related Skills
First Aid 50% (+5%)
HTH Basic
Mathematics: Advanced 65% (+5%)
Performance 35% (+5%)
Prowl 40% (+5%) 35%

Secondary Skills
Climbing/Rappelling 65/55% (+5%) 60/50%
Philosophy 35% (+5%)

Combat Data
HTH Type:
Level 1: Starts with four attacks/actions per melee round; +2 to pull punch and +2 to roll with punch, fall or impact.
Level 2: +2 to parry and dodge.

Level 3: Kick attack does ID8 points of damage.
Level 4: +1 additional attack/action per melee round.
Level 5: +I to strike and disarm.
Level 6: Critical Strike on an unmodified roll of 1 9 or 20.
Level 7: +2 to damage.
Level 8: Judo-style body flip/throw; does ID6 damage, and victim
loses initiative and one attack.
Level 9: +1 additional attack/action per melee round.
Level 10: +2 to pull punch and +2 to roll with impact/punch/fall. Level 11: +1 to parry and dodge.
Level 12: +1 to strike.
Level 13: Critical Strike or knockout from behind.
Level 14: +2 to damage.
Level 15: +1 additional attack/action per melee round.

Number of Attacks: 4
Initiative Bonus: +1 (When dealing with the supernatural and dimensional anomalies.)
Strike Bonus: +1
Parry Bonus: +3
Dodge Bonus: +3
HTH Damage Bonus: +0
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +4
Bonus to Disarm: +0
Restrained Strike: 1d6
Regular Strike: 4d6
Power Strike: 1d4 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


Saving Throw Bonuses
Coma/Death: +5%
Magic (varies): +1
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+): +0
Psionics (12+): +0
Horror Factor (varies): +4
Possession: +3*
*Note: Even when they fail to save, the possessing spirit will find the D-Shifter an uncomfortable vessel, and leave when someone better comes along
PPE: 99/99 (50 PPE Battery)
ISP: 67 (37+30 Psynetic Crystal Multiplier in Helm)
MDC: 59 (109 within 500 feet of a Ley Line)
Armor MDC:
Helm: 50
Arms: 25 Each
Legs: 45 Each
Main Body: 90
User avatar
Schenley Balthazar Prince
Posts: 12
Joined: Wed Jun 21, 2023 8:55 pm

Re: Baz Prince (D-Shifter/B-Boy)

Post by Schenley Balthazar Prince »


Carried/In Hand

Worn on Person
CAF Elite Corps Load-Bearing Chest Rig
Psynetic Crystal Amplifier
Mage Armor, Enhanced
P.P.E. Battery Talisman
Blue Hooded Cloak
Air Filter
Combat Boots
Sun Glasses
Utility Belt

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
  • 12 attachment points
  • Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)

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:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:

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: Canteen
• Attachment:
• Attachment:
• Attachment:

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: Second Cloak
• Space: 5 Pairs of Socks
• Space: 4 Pairs of Blue Jeans
• Space: 4 T-Shirts
• Space: Blue Hoodie
• Space: Gloves
• Space: Tinted Goggles
• Space: Pocket Knife
• Space: 3 Bandages
• Space: Flashlight

Stored in Vehicle

How to list Credits/Valuables:
Secure Universal Card: 1000 credits
Non-Secure Black Card: 400

Gear Stats

Mage Armor, Enhanced
M.D.C. by Location:
  • Helm: 50
  • Arms: 25 each
  • Legs: 45 each
  • Main Body: 90

Weight: 22 lbs.
Modifiers: -5% to physical skills
  • 1st TW Feature: Superhuman Speed: Activated by thought and 10 P.P.E or 20 I.S.P.; works same as the spell. Duration is subject to the level of its creator.
  • 2nd TW Feature: Superhuman Strength: The magic is activated by thought and 10 P.P.E or 20 I.S.P.; works same as the spell. Duration is subject to the level of its creator.
  • 3rd TW Feature:

Book Reference: p.17, Rifter 22

P.P.E. Battery Talisman
Magic Features
  • P.P.E.: 50

Book Reference: p.150, BoM

Psynetic Crystal Amplifier (Patron Item)
Crystalline Nano-Amplifier:
  • † Adds 1d6x10 I.S.P. to character's available I.S.P.
    § Increase the range, duration and damage of psionic powers by 50%.

Extra ISP: d6*10: [3]*10 = 30
PPE: 99/99 (50 PPE Battery)
ISP: 67 (37+30 Psynetic Crystal Multiplier in Helm)
MDC: 59 (109 within 500 feet of a Ley Line)
Armor MDC:
Helm: 50
Arms: 25 Each
Legs: 45 Each
Main Body: 90
User avatar
Schenley Balthazar Prince
Posts: 12
Joined: Wed Jun 21, 2023 8:55 pm

Re: Baz Prince (D-Shifter/B-Boy)

Post by Schenley Balthazar Prince »

Background Story
  • Where were you born & what follows from that? Baz was born on Pre-Rifts Earth in October of 2082, in St. Louis, Missouri.
  • Who are/were your parents & what follows from that? William and Shayla Prince. Good parents but shitty at names.
  • Are your parents still alive & what follows from that? He isn't sure. They're Convoy was caught in a Ley Line Storm, that ended in a creature emerging from a Rift. It attacked the survivors, and mid attack it came at Baz who just curled up in a ball and closed his eyes. He awoke on Omega Earth, with no idea of when or where he was.
  • What were you doing before you started adventuring & what follows from that? Mostly just trying to make his way until he found some place with some semblance of civilization.
  • Why did you leave & what follows from that? Well he doesn't know why. He just did. Maybe his powers kicked in because he had a purpose.
  • What did you leave behind & what follows from that? Family and Friends. They are dead now, may have been dead then so he is pretty sure he is no worse off. If what he heard was true the next 200 years after he left his time were complete shit, so maybe he was lucky. And B-Boy dancing. For some reason it didn't survive the Dark Ages which dashed his belief it would last forever.
  • What do you want & what follows from that? He wants to find his way in the world. Understand what he has become, and maybe help some folks along the way. If he could use his B-Boy moves to revive Hip Hop dancing, that would be the tits.
At Christmas he had totally impressed the audience at the Austin ISD Christmas Celebration show. His B-Boy moves were the stuff of legends.People doubted that I could choreograph a Hip Hop dance for Christmas, but they didn't know about the certified Classic carols of the Classical Musicians RUN DMC. Next the video will go viral and the world would stare in awe as he single handedly put Hip Hop Dancing back on the map. But then the rifts happened. The world began tearing itself apart. Instead of being on America's Got Talent: Season 214, he was in a Convoy on the way to Chicago, in hopes they can get re-established there and figure out how to live in this new world. Bas looked over the fields as they approached St. Louis. The convoy was a few hours outside their destination. Despite what the horror stories said, their journey had been pretty uneventful. They saw some of the storms a couple of times in the distance but they had avoided entering one.

As they made their way around the loop in St. Louis, the weather changed drastically. The whole area seemed to be draped in a blue aura as electricity moved throughout the clouds. Occasionally there would be an arc of electricity to the ground. These began to concentrate in one area as some sort of aperture began turning into what looked like a hole in reality. Cascading from the opening were two giant men, and a slew of creatures unknown to the people of earth. They swarmed the convoy. Slashing people with weapons, and claws. Truck after truck were overcome by waves of attackers. Baz was frightened, but at the same time he felt electric. One of the giants kicked the truck he and his family were in. Baz was the only one in the truck not belted down. He flew out the back of the truck for what seemed like 50 yards and hit the ground with a hearty thud. That's it, this is the end. Road kill scraped across this field that's how I die. Hopefully it will be quick when I stop moving. Wait I have stopped moving." He slowly stands up and sees he left a small crater. But he didn't feel anything. Nothing broken, seem to be intact. WTF just happ... He is startled by a roar as one of the giants roar at him.

The Giant has a flaming battle ax that he raises above his head. Baz is a lover (and dancer); not a fighter. As the fear wells up inside him so does the feeling of electricity. He falls to the ground in the fetal position. He suddenly sees a bright light that makes him shield his eyes. When the light that breaks through his hands disappears, he is still alive. He uncovers his eyes. He sees what he thinks is St. Louis, at least the ruins. Old ruins! He looks around and the convoy is gone. The electrical feeling is gone. he stands up. He feels a pull to the southeast. How did I know it was Southeast? He walks for several days, feeling the energy grow. Eventually he made his way to Merctown.

There he met Vheld, who helped him figure out his abilities. Vheld seemed interested in what he was so it was a mutual relationship. He got to study Baz and Baz got to learn how not to accidentally blow stuff up. He said that MercTown is on a Ley Line, and that he believe's Baz's powers become more powerful when he gets close to those. Unfortunately there is an issue with Ley Lines in this dimension at the moment. So between starting and doing lessons for a group called the Omegas in Hip Hop Dancing. Baz does the odd jobs for Vheld. He also occasionally studies with him to perfect the use of his abilities. Despite Vheld's terrible fashion choices and serious demeanour, Vheld is also surprisingly capable of busting moves you would never expect.

Baz Suited Up
Baz Suited Up
Baz Suited Up
IMG_0145.jpeg (67.13 KiB) Viewed 1907 times
Last edited by Schenley Balthazar Prince on Wed Jul 05, 2023 11:36 am, edited 1 time in total.
PPE: 99/99 (50 PPE Battery)
ISP: 67 (37+30 Psynetic Crystal Multiplier in Helm)
MDC: 59 (109 within 500 feet of a Ley Line)
Armor MDC:
Helm: 50
Arms: 25 Each
Legs: 45 Each
Main Body: 90
User avatar
Schenley Balthazar Prince
Posts: 12
Joined: Wed Jun 21, 2023 8:55 pm

Re: Baz Prince (D-Shifter/B-Boy)

Post by Schenley Balthazar Prince »

4d6-L: [4, 1, 1, 3]-L = 8 8
4d6-L: [5, 3, 1, 1]-L = 9 9
4d6-L: [1, 4, 6, 3]-L = 13 13
4d6-L: [6, 1, 4, 2]-L = 12 12
4d6-L: [6, 4, 2, 2]-L = 12 12
4d6-L: [3, 5, 2, 6]-L = 14 14
4d6-L: [4, 4, 2, 5]-L = 13 13
4d6-L: [4, 3, 4, 5]-L = 13 13

IQ: 13 =Base 13
ME: 15 =Base 13 +2 DS
MA: 14 =Base 12 + 2 DS
PS: 12 =Base 9 +2 GYM, +1 ACR
PP: 16 =Base 14 +1 GYM, +1 ACR
PE: 17 =Base 13 +2 GYM,+1 ACR, +1 RUN
PB: 12 =Base 12
SPD: 18 =Base 8 + 4d4: [1, 1, 4, 4] = 10 RUN

SDC: 36 = Base 2d6+12: [4, 1]+12 = 17 + d6: [1] = 1 ACR, + 2d6: [6, 6] = 12 GYM, + d6: [6] = 6 RUN
HP: Base 17

MDC: 59 = Base 53 (HP+SDC) + 2d6: [3, 3] = 6
Ley-Line MDC: d4*10+20: [3]*10+20 = 50

Save vs Magic: +1 DS
Initiative: +1 when dealing with the Supernatural DS
HF: +4 DS
Save vs Possession: +3 DS
Roll with Impact: +2 GYM, +1 ACR, +2 HTH-Basic
PUll Punch: +2 +2 HTH-Basic
Parry: +2 HTH, +1 PP
Dodge: +2 HTH, +1 PP
Strike: +1 PP

Age: 17 d100: [24] = 24 Late Teens (17-19 years), +1D6+2 to P.P.E. Reserve.
Psionics: d100: [2] = 2 Major Psionic - Sensitive
ISP: 5d6+1: [5, 5, 3, 5, 3]+1 = 22 +ME
PPE: 9d6+52: [1, 3, 5, 4, 1, 6, 3, 5, 2]+52 = 82 +PE

Language (English) 89%
Literacy (English) 89%
Language (Spanish) +5%
Basic Math (+10%)
Computer Operation (+15%)
Dance +10%
Lore: D-Bees & Aliens (+10%)
Lore: Magic(+10%)
Pilot: Automobile (+10%)
Pilot: (+10%)
Sewing (+10%)

OCC Related:
Professional Skills
Acrobatics (+20)
Gymnastics (+20)
First Aid
Advance Math (+15)
Hand to Hand Basic

Secondary Skills:

Insanity 1: d100: [48] = 48 48 - Phobia - d100: [59] = 59 59 - Succubus and other demons with a female persona.
Insanity 2: d100: [37] = 37 37 - Obssession - d100: [98] = 98 98 - Leadership: Shuns the limelight and prefers to be a follower (even if cheering throngs of people are calling out for him to lead them).
Insanity 3: d100: [8] = 8 8 - Reborn

Clothing Roll d4+2: [2]+2 = 4
Bandage Roll: d4: [3] = 3
Money Roll d6*10*10*10: [1]*10*10*10 = 1000
d4*10*10: [4]*10*10 = 400
PPE: 99/99 (50 PPE Battery)
ISP: 67 (37+30 Psynetic Crystal Multiplier in Helm)
MDC: 59 (109 within 500 feet of a Ley Line)
Armor MDC:
Helm: 50
Arms: 25 Each
Legs: 45 Each
Main Body: 90
Post Reply

Return to “Character Archive”