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Charles Dresden
Posts: 39
Joined: Sun Dec 11, 2022 6:34 pm

SSG Charles Dresden (D-Shifter)

Post by Charles Dresden »

Player's Name: Chris C.
Link to PbP RPG Ledger: Ledger
G-Mail: csc2551@gmail.com
Discord: Chris C#9679


Character Name:SSG Charles Dresden
Alias:
Occupation: Rescue Specialist
O.C.C.: D-Shifter
Alignment: Scrupulous
XP Level: 3
XP Points: 6,125 (M&J 06/07/2023)
Next Level @ XP: 9,600
Disposition: Dedicated to his job, generally good guy. Always tries to do what is right and best.
Insanity: None (Saved)

ATTRIBUTES
I.Q. 18
M.E. 17
M.A. 15
P.S. 23 SN (33 Augmented - Armor)
P.P. 28
P.E. 28
P.B. 12
Speed 22 (36 Armor)

PHYSICAL DATA
M.D.C.: 117 (147 within 500' of a Blue Zone)
P.P.E.: 106
Age: 22
Sex: Male
Height: 6'2" (7' - Armor)
Weight: 240 lbs (310 lbs - Armor)
Description: Charles is a tall Athletic built man, with brown hair and and blue eyes.

Natural Abilities
Perception: 25% see rules here
Charm/Impress: 10%
Invoke Trust/Intimidate: 35%
Max. Encumbrance: 240 lbs (160 lbs in Armor) see rules here
Max. Carrying Weight: 1,150 lbs (840 lbs - Armor)
Max. Lifting Weight: 2,300 lbs (1680 lbs - Armor
Max. Jumping Ability: 34.5' Length, 17.25' Height (26' Length, 18' Height - Armor) see rules here

Special Abilities
Feel Ley Line Disturbance: 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 D-Shifter 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.

Identify Dimensional Portal: 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.

Impervious to Ley Line Storms & Weird Effects: 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.

Recognize Dimensional Beings: 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.”

Recognize the Supernatural: 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%.

See Astral Beings & Entities: 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.

Flawless Travel from the Astral Plane back to the Physical: The D-Shifter can Shift Phase his entire body into the Astral Plane (if so desired), and still flawlessly return to the physical world.


Powers Blue Zone

Energy Expulsion - 6/3 P.P.E.: As a living conduit to ley line energy, the D-Shifter can fire a variety of energy blasts, as noted above, at will and at minimal P.P.E. cost.
Range: 300/200’ per level
Damage: The D-Shifter can fire any of these energy blasts as he deems fit.
Energy Bolt: 2D6 M.D.
Electrical Bolt: 3D6 M.D.
Fire Blast: 2D6 M.D.
Lightning Bolt: 5D6 M.D.
If so desired, the D-Shifter can reduce damage by increments of 1D6. Duration: Each blast is instant and counts as one of the character’s melee attacks/actions.
Bonus: +2 to strike.

Imitate/Duplicate/Recreate any Dimensional Magic Spell -
Range: Self and others as limited by the actual spell. Duration: The duplication must take place within 10 minutes of having experienced or witnessed the spell. Limitations: All dimension, space, time and reality altering spells including all Ley Line Magic spells, Rifts and portals, teleportation magic, Temporal Magic, and similar. Spells like Fire Ball, Wind Rush, Fly, Blind, Charm, Healing, Invisibility, curses, etc. can NOT be replicated.
P.P.E. Cost: One third normal for the spell in the Blue Zones, half when away from them. The D-Shifter can mimic and repeat any spell or type of magic that involves space, time and dimensions at the same level of potency they have just witnessed or been subjected to themselves – and at one third the normal P.P.E. cost when on a ley line. This is not permanent knowledge, but the ability to duplicate an effect that has just recently happened in front of them. Thus, if an opponent has teleported away using a Teleport spell or walked through a wall thanks to a Mystic Portal spell, the D-Shifter can repeat the effect to follow the spell caster or to do the same magic to go someplace else (a place of his own choosing).

Re-Open Dimensional Portal - 100 P.P.E.:
Range: Self.
Duration: Can hold a portal open for 30 seconds per level of experience. 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.

Shift Location - 60/30 P.P.E.: Range: Self 300’
Duration: Instant; about 1-2 seconds.
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 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).

Shift Phase - 30/15 P.P.E.:
Range: Self
Duration: 1/2 minute(s) per level
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.

Shift Through Time - 20/10 P.P.E.:Range: Self.
Duration: The effect seems instant (only 1D6 seconds seem to have passed in the real world); witnesses 1D4+1 minutes of the past.
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.

Shift to Heavy Mega-Damage - 24/12:
Range: Self
Duration: 2/6 minutes per level
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.

Shift to Light - 28/14 P.P.E.:
Range: Self.
Duration: 15/45 minutes per level
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’), and radiate light on par with a 300 watt light bulb (fills a 20’ area). 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.

Shift to Pure Energy - 24/12 P.P.E.:
Range: Self.
Duration: 6/18 minutes per level
The D-Shifter becomes a humanoid-shaped energy being who can hover and fly (maximum speed is 60 mph/96 km; maximum altitude is 3,000’), 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.


Abilities From Armor
Light Laser Tool - Used for Cutting and Welding
Laser Distancer Exact Range Up to 1000', 2000' with 20% Margin Of Error
Multiscreen HUD Up to 6 Distinct Images
Passive Night Vision 2000'
Telescopic Vision 6000'
Macro-Lens 6x Magnification
Thermo-Imager 1000'
Light Filters
Fatigue Reduced By 60%
Normal Fire Does No Damage
Mega Damage Fire Reduced by 10%


M.O.S. Skills
Assessment enables the firefIghter to estimate the approximate temperature, size, speed and direction(s) of the fIre as well as the level of dan ger - i.e., back drafts, concealed fIre in the walls, fIre behind closed doors, vulnerable natural gas lines, smoke inhalation, toxic fumes, obvious structural degradation and the likelihood of collapse, and so forth. Has a reasonably good knowledge about accelerants, combustibles and common fIre hazards. "Response" is how to rescue others, survive yourself, escape and most importantly, how to fight fIre. Includes methods and techniques in "firefIghting" and how best to contain, control and extinguish fIre, along with basic survival techniques and training in the use of firefIghting gear, equipment, and vehicles.
54% (+5%)

The fIrst number is the typical damage estimate.
The ability to assess the degree of damage, its cost in credits, and the level of structural degradation, i.e., what is cosmetic and minor damage that can be cleaned up or easily repaired, and what is seriously compromised, weakened, and incapable of withstanding weight or any signifIcant strain (i.e., is likely to collapse, snap, break, etc., when put under greater stress). This enables the firefIghter to determine if the stairs or floor can bear his weight, whether support beams and weight bearing walls can continue to bear their loads or are on the verge of collapse, and even guesstimate how long the structure will last in minutes - give or take 1D4x10%. This means if the character assesses a wall will hold for another fIve minutes he will be off by 10% to 40%, meaning the wall might hold 10-40% longer or collapse 10-40% sooner. In this example, that could be 30 seconds to 120 seconds/two minutes one way or the other. The G.M. can arbitrarily decide longer or sooner, or roll percentile dice in which a random roll of 01-50% means longer and 51-00% means sooner.
48%/34% (+4%)
Basic Electronics - 59% +5%
Basic Mechanics - 69% +5%
Computer Operation - 85% +3%
Demolitions - 90% +3%
Excavation & Rescue - 74% +5%
Jury-Rig - 54% +5%
Mining - 64% +5%
Paramedic - 74% +5%
Nuclear, Biological & Chemical (NBC) Warfare - 64% +5%
Read (& Operate) Sensory Equipment - 59% +5%
Spelunking - 69% +5%

O.C.C. Skills
Climbing - 91%/81% (86%/76% in Armor) +5%
Mathematics: Basic - 102% +3%
Language: Native Tongue (English) 94%+1%
Language: Other (Spanish) 65%+3%
Literacy: Native Language (English) 88%+2%
Literacy: Other 59%+5%
Radio: Basic - 74%+5%
Pilot: Truck - 78% +4%
Pilot: Hover Craft (Ground) 64% (+5%)
Swimming - 74% +5%
Running
W.P. Battle Axe
W.P. Sword
W.P. Energy Rifle
Hand to Hand: Basic

Related O.C.C./Occupational Skills
Acrobatics
  • Sense of Balance 74% (59% in Armor) +5%
  • Walk Tightrope/High Wire 70% (55% in Armor) +3%
  • Prowl - 39% (24% in Armor)

Gymnastics
  • Work Parallel Bars & Rings - 70% (55% in Armor) +3%
  • Climb Rope - 78% (63% in Armor) +2%
  • Back Flip - 84% (69% in Armor) +5%

Boxing
Pilot: Robots and Power Armor 62% (+3%)
Mechanical Engineer - 44% +5%

Secondary Skills
Athletics (General)
Body Building/Weight Lifting
General Repair & Maintenance - 59% +5%

Combat Data

1: Starts with four attacks/actions per melee round; +2 to pull punch and +2 to roll with punch, fall or impact.
2: +2 to parry and dodge.
3: Kick attack does ID6 of points damage.

4: + 1 additional attack/action per melee round.
5: + 1 to strike. 6: Critical strike on an unmodified roll of 19 or 20. 7: +2 to damage.
8: Judo-style body throw/flip; does ID6 damage, and victim loses initiative and one attack per melee.
9: + 1 additional attack/action per melee round.
10: +2 to pull punch and +2 to roll with punch, fall or impact.
11: + 1 to parry and dodge.
12: + 1 to strike.
13: Critical strike or knockout from behind.
14: +2 to damage.
15: + 1 additional attack/action per melee round.

Number of Attacks: 5
Initiative Bonus: +0 (+1 When dealing with Supernatural and Dimensional Anomalies)
Strike Bonus: +8
Parry Bonus: +14
Dodge Bonus: +14
HTH Damage Bonus: +8
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +4
Bonus to Disarm: +0
Other:
Restrained Melee Attack: 4d6+8 SD
Regular Melee Attack: 2d6 MD
Power Melee Attack: 4d6 MD (Counts as Two Melee Attacks)

In Fire/Rescue Armor:
Punch: 1d6+18 SD
Kick Attack: 2d4+18 SD
Power Punch/Kick: 2d4 MD (Counts as Two Melee Attacks)


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. name--List totaled bonuses from W.P. only
W.P. Axe - +1 to Strike
  • +1 to strike and parry at levels 2, 5, 8, 12, and 15. +1 to strike when thrown at levels 5, 8, and 12; not designed for throwing.

W.P. Sword - +2 to Strike, +1 Parry
  • +1 to strike at levels 1, 3, 6, 9, 12, and 15. +1 to parry at levels 2, 4, 7, 10, and 13. +1 to strike when thrown at levels 4, 8, and 12; not designed for throwing.

W.P. Energy Rifle - +1 to Strike
  • +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.


Saving Throw Bonuses
Coma/Death: +28%
Magic (varies): +7
Lethal Poison (14+): +7
Non-Lethal Poison (16+): +7
Insanity (12+): +2
Psionics (15+): +2
Horror Factor (varies): +4
Possession: +3 (Even when they fail to save, the possessing spirit will find the D-Shifter an uncomfortable vessel, and leave when someone better comes along).
Add others as needed
Last edited by Charles Dresden on Thu May 25, 2023 5:30 pm, edited 20 times in total.
User avatar
Charles Dresden
Posts: 39
Joined: Sun Dec 11, 2022 6:34 pm

Re: Charles Dresden (Chaos Earth WIP)

Post by Charles Dresden »

Money:
Standard. Monthly salary was 2,200 credits, plus hazard pay. Pay is one tenth normal (220 credits a month), mainly as an incentive for morale, but starts with 5D6x100 credits. Under the circumstances, access to tools, spare parts, equipment, and services may be limited.

Cybernetics:
Typically has a NEMA identification implant (under the skin of the forearm or back of the neck), clock calendar, air and surface temperature reader, radiation sensor, and the following lung implants: molecular analyzer, oxygen storage cell (30 minutes) and a toxic filter. Some also have amplified hearing and a sound identifier. 10% of the Roscoes are partial cyborgs. 112 pages.


Equipment

Allocate your items into the categories listed in green!

Vehicles/Mounts are listed first.
NEMA HX-355 Hover Platform

Carried/In Hand
NEMA LSR-250 Laser "Sharpshooter" Laser Rifle

Worn on Person
NEMA F&R Military BDU - Under Armor
NEMA Fire & Rescue Armor
Vibro-Fire Axe

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: E-Clip
• Space: E-Clip
• Space: E-Clip
• Space: E-Clip
• Space: E-Clip
• Space: E-Clip
• Space: E-Clip
• Space: E-Clip
• Space: E-Clip
• Space: E-Clip

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features:
  • 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: E-Clip
• Attachment: E-Clip
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment: Vibro-Knife
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment: Canteen


Stored in Vehicle
walkie-talkie
portable high-intensity lamp
pocket flashlight
pocket mirror
uniform, dress uniform
conventional fire axe (2D6+I S.D.C.; large)
hand axe (ID6 S.D.C.)
pocket knife (ID4 S.D.C.)
small mallet (ID4 S.D.C.)
six pitons/spikes
50 feet (15.2 m) of lightweight rope and pulley system
laser torch
large para­medic's medical kit (includes basic gear, 50 pairs of dispos­able surgical gloves, surgical kit, suture, bandages, antiseptic, painkillers and other medicine, defibrilator, oxygen, etc.)
primary response pack/first-aid kit (essential equipment in a small portable case)
nano-robot medical systems
mini-bio­ comp system compu-drug dispenser
breathing equipment
stretcher
backboard
eight flares
two (colored) smoke grenades
air filter & gas mask
Vibro­ Sabre
Desert Eagle
  • 4 Clips Ammo
Neural Mace

Gear Stats

NEMA HX-355 Hover Platform
  • Nickname: “The Platform”
  • Class: Aerial Military Hover Transport and Combat Platform
  • Crew: 1-6. One pilot is required to fly, but typically includes a co-pilot and 2-4 gunners. Can accommodate 8 passengers comfortably, even with a full 6-man crew, as many as 12-13 if the crew is reduced proportionally.
    • MDC by Location
    • Laser Turrets (4; undercarriage)* - 25 each
    • Large Spotlight - 50
    • Recessed Lights (4 pairs)* - 2 each
    • Tiny Directional Jets (8; lower rim)* - 2 each
    • Main Body - 180**
    *Every item marked by a single asterisk is small and/or difficult to strike. An attacker must make a “called shot” to hit and even then is -3 to strike.
    Destroying one of the three bottom hover jets reduces speed by 30%, but the enemy must be under the vehicle to get at the jets.
    ** Depleting the MDC of the main body completely destroys the vehicle.
  • Statistical Data
  • Flying Speed: 150 mph, but cruising speed is considered to range between 40 and 75 mph. VTOL capable, can hover stationary (or fly) up to a height of 500', but high altitudes are usually reserved for observation, a better vantage point, and to reach rooftops. Otherwise, typically travels at 10-50' above the ground. Retractable landing gear.
  • Speed Over Water: The Platform can also skim across the surface of water at a speed of 100 mph. It is not a submersible and will sink like a rock if the hover jets are turned off.
  • Flying Range: The nuclear power system gives the vehicle decades of life and is able to fly continuously for 96 hours without fear of overheating.
  • Height: 6' tall for the vehicle itself, add 3-4' with the centre spotlight or weapon system included.Width & Length: Approximately 15' in diameter.
  • Weight : 2 tons
  • Cargo: Standing room only; seating for crew only. Additional storage space is minimal, about enough for a couple of backpacks or large satchels per passenger. More if space is taken up by cargo rather than personnel. Can carry up to three tons and pull up to 10 (but at half speed for maximum cargo load).
  • Power System: Nuclear, 20 years life.
    Weapon Systems
  • HXL-355 Laser Turrets (4)
    • Range: 2000'
    • Damage: 2D6 per single blast or 4D6 MD per double blast.
    • Rate of Fire: Single or double blasts only
    • Payload: Effectively unlimited.
    • Bonuses: Gunners with WP Heavy Energy Weapons get to apply the bonuses from that WP +1 to strike for single or double-barrel blasts. Characters with the Weapon Systems skill only, get a +1 to strike bonus. No bonus for the pilot or co-pilot using the master controls.
  • Sensors/Communications: Long and short range radio and short-range radar (can track 48 targets simultaneously), Heads-Up Display, and video communications.
NEMA Fire & Rescue Armor

Statistical Data:
Class: FR-EX 220 Environmental Body Armor
Size: Human equivalent; adds eight inches to the height of the wearer.
Weight: 70 pounds (31.5 kg), but the robotic exoskeleton disperses the weight and augments the wearer's strength so it feels lighter than the standard EBA.
Color: Yellow with silvery grey face plate and orange and black accents.
Mobility: Good (augmented by exoskeleton); -5% to climb and -15% to prowl, swim, perform acrobatics and similar de manding physical skills/performance.


M.D.C. by Location:
  • *Head: 100
  • *Hands (2): 80 each
  • Arms (2): 80 each
  • Legs (2): 90 each
  • Main Body: 150


Special Features:
1. Light Laser Tool: Used for cutting and welding. The triangulated beams fIare from the two small holes in the top of the forearm casing to form one high-intensity beam.
  • Mega-Damage: Four settings: 1D6 S.D.C., 4D6 S.D.C., 2D4x10 S.D.C. and 1D4 M.D.
  • Rate of Fire: Single shot, each counting as one melee attack or a sustained beam to cut and weld.
  • Effective Range: 10 feet (3 m). Payload: 20 shots per standard E-Clip.

2. Laser Distancer: Measures and indicates the exact distance of a target or item. Built into the underside of the wrist in the forearm armor.
  • Effective range: 1000 feet (305 m).
  • Maximum range: 2000 feet (610 m) with a 20% margin for error.

3. HUD Multi-Screen: A Heads Up Display (HUD) that can project data, charts or transmissions on the visor of the helmet for the wearer to see. As many as six different viewing sections/images can be projected without impair ing the vision of the wearer.

4. Optical Enhancements: Hidden behind the face plate, the Roscoe can call upon a battery of optic systems that slide into place as needed.
  • Passive Night Vision (2000')
  • Telescopic (10x magnification, 6000')
  • Macro-Lens (6x magnification)
  • Thermo-Imager (1000')
  • Light Filters

5. Exoskeleton Bonuses: Adds the following bonuses and capabilities to the wearer:
  • +10 P.S. (Augmented Strength)
  • +14 Speed
  • +10' To Length & Height of Leaps
  • Reduces the Rate of Fatigue by 60%.

6. Insulated: High-Temperature Resistant Shielding Up To 752 Degrees Fahrenheit.
  • Normal Fire Does No Damage.
  • Nuclear, Plasma, Magic Fire and Mega-Damage Fire Does 10% Less Damage

Book Reference: p.63-64 CE


Vibro-Axe
Image
  • Range: Close Combat
  • Damage: 3D6 M.D.
  • Payload: 1 E-Clip will last approximately 1 hour
  • Weight: 4 lbs. normal size, 8 lbs. giant size
  • Features: None
  • Modifiers: None
  • Book Reference: p.185, WB17


Vibro-Sabre
Image
  • Damage: 2D6 M.D.
  • Payload: 1 E-Clip will last for approximately 1 hour of use
  • Weight: 3 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.259, R:UE


Vibro-Knife
Image
  • Damage: 1D6 M.D.
  • Payload: 1 E-Clip will last for approximately 1 hour of use
  • Weight: 1 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.259, R:UE


Neural Mace
Image
  • Range: Close Combat
  • Damage: 2D6+neural shock
    • Neural Shock: save vs. non-lethal toxins
    • Success: lose initiative & 1 APM
    • Fail: lose initiative, -8 to all combat bonuses, -50% to spd & APM
    • If struck 5+ times: 01-42% unconscious 2D4 melees
  • Weight: 2 lbs.
  • Features: W.P. Blunt; M.D.C.: 100
  • Modifiers: None
  • Payload: 100 uses per E-clip
  • Book Reference: p.49, WB13


NEMA LSR-250 Laser "Sharpshooter" Laser Rifle
Image
  • Range: 3,000'
  • Damage:
    • Light Shot: 2D6 M.D.
    • Heavy Shot: 4D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 21 light shots (or 10 heavy) per E-Clip, or 168 light blasts (or 84 heavy) with Backpack Battery
  • Weight: 5 lbs.
  • Features: Laser targeting, telescopic and passive nightvision scope (3,000')
  • Modifiers: +3 to strike on aimed shots when laser targeting system engaged
  • Book Reference: p.56, CE


Desert Eagle
Image
  • Range: 165'
  • Damage: 6D6
  • Rate of Fire: Single shots only
  • Payload: 7 round magazine
  • Weight: 3.2 lbs.
  • Features: W.P. Handguns, .50 AE cartridge
  • Modifiers: None
  • Book Reference: HUGMG
Last edited by Charles Dresden on Thu Mar 23, 2023 8:44 pm, edited 9 times in total.
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Charles Dresden
Posts: 39
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Re: Charles Dresden (Chaos Earth WIP)

Post by Charles Dresden »

Background Story
  • Where were you born & what follows from that? Born in Long Island New York City
  • Who are/were your parents & what follows from that? Captain Bill Dresden, F&R Retired, Martha Dresden
  • Are your parents still alive & what follows from that? As far as he knows.
  • Why did you join NEMA? Charles is a 7th Generation Fireman, although NEMA F&R is a much different gig. He got his degree in Engineering before signing up. Refused Officer rank in favor of NCO. He wants to work his way up like his Father.\
  • What were you doing when the apocalypse hit & what follows from that? Stationed in Atlanta Georgia
  • Why did you leave home & what follows from that? Joined Forces moving to Chicago from Atlanta. Job had not allowed him to even focus on finding someone. He is still young and trying to build a career.
  • What did you leave behind & what follows from that? Left my apartment and anything I couldn't put into my hover vehicle.
  • What do you want & what follows from that? Want to make it to Chicago, and hopefully establish a safe haven from the madness. Parents were supposed to migrate that way. Hope to connect with them.
  • Outlook on Earth's Future?Looks Grim but it is only what we are willing to work towards that will define it. Giving up is not an option.


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

Last edited by Charles Dresden on Mon Jan 09, 2023 2:01 pm, edited 3 times in total.
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Charles Dresden
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Re: Charles Dresden (Chaos Earth WIP)

Post by Charles Dresden »

4d6-L: [2, 5, 1, 2]-L = 9
4d6-L: [4, 1, 6, 6]-L = 16 + d6!: [2] = 2 =18
4d6-L: [1, 2, 6, 5]-L = 13
4d6-L: [5, 5, 5, 1]-L = 15
4d6-L: [1, 3, 4, 6]-L = 13
4d6-L: [4, 4, 4, 1]-L = 12
4d6-L: [5, 6, 6, 3]-L = 17 d6!: [5] = 5 = 22
4d6-L: [6, 3, 4, 6]-L = 16 d6!: [6!, 3] = 9 = 26
I.Q. 13
M.E. 18
M.A. 13
P.S. 22 +2 Genetic Engineering, +1 Acrobatics, +1 Athletics, +2 Body Buliding, +2 Boxing, +2 Gymnastics
P.P. 15 +1 Acrobatics, +1 Gymnastics
P.E. 26 +2 Genetic Engineering, +1 Acrobatics, +2 Gymnastics, +1 Running
P.B. 12
SPD 9 + 4d4: [2, 3, 2, 4] = 11 Running+ d6: [2] = 2 Athletics

Base SDC: 3d6+24: [5, 1, 6]+24 = 36 + d8: [4] = 4 Athletics, +10 Body Building, + 2d6: [2, 6] = 8 Gymnastics, + d6: [1] = 1 Running, + d6: [4] = 4 Acrobatics, + 3d6: [4, 5, 6] = 15 Boxing

Age: d100: [40] = 40 26-75% Early Twenties, +1D4+1 P.P.E. to P.P.E. Reserve. d4+1: [3]+1 = 4 .

Psionics Determination: d100: [47] = 47 Not Psychic
Genetic Engineering d100: [51] = 51 + d6: [2] = 2 to PS, d4: [2] = 2 to PE

+4 Roll with Punch - Acrobatics, Athletics, Gymnastics
+4 Parry and Dodge - Athletics, Boxing
+2 Pull Punch - Boxing

Insanity Save d20+2>11: [11]+2 = 13

PPE 6d6+70: [5, 6, 1, 1, 6, 2]+70 = 91
d4*10+20: [2]*10+20 = 40
Wrestling SDC 4d6: [2, 2, 4, 3] = 11
2d6+12: [2, 6]+12 = 20
Antithesis
Posts: 28
Joined: Sat Dec 10, 2022 12:56 pm

Johnny Butcher (Chaos Earth)

Post by Antithesis »

Player's Name: Ken
Link to PbP RPG Ledger: viewtopic.php?p=298456#p298456
Optional: Other avenues of communication if applicable.
G-Mail: fkennethvudmaska@gmail.com
Discord: Dread_Absurdum#3788


Character Name:Jonhnny Butcher
Alias: Johnny B, Johnny B Good
Occupation: Kick Ass & Take names
O.C.C.:Armored Sentinel/Robot Pilot
Alignment:Scrupulous
XP Level:3
XP Points: 4,750 (M&J 6/7/2023)
Next Level @ XP: 8,200
Disposition: Confident, always ready to compete.

ATTRIBUTES
I.Q.: 12
M.E.: 14
M.A.: 12
P.S.: 21
P.P.: 21
P.E.: 19
P.B.: 16
Speed: 27

PHYSICAL DATA
P.P.E.: 6
H.P.: 21
S.D.C.: 52
Age: 26
Sex: Male
Height: 6'5"
Weight: 235
Description: Tall, fit and good looking. He walks with confidence. Dirty blonde hair, blue eyes, his muscles always seem to find a way to show through whatever he is wearing.

Natural Abilities
Perception: 15%?
Charm/Impress: n/a
Invoke Trust/Intimidate: n/a
Max. Encumbrance: see rules here
Max. Carrying Weight: 70.5 lbs.?
Max. Lifting Weight:
Max. Jumping Ability: 10 ft

M.O.S. Skills
Skill name: Totaled %
Excavation & Rescue 50%
Pilot: Power Armor Basic 66%
Pilot: Power Armor Combat Elite: Gunbuster
Pilot: Robots Basic 76%
Pilot: Robot Combat Elite: Bull Dog
Pilot: Robot Combat Elite: Mastiff (& Big Dog)
Land Navigation 46%
Read & Operate Sensory Equipment 45%
W.P. Heavy Weapons
W.P. Heavy Energy Weapons (+ rail guns)

O.C.C. Skills
Skill name: Totaled %
Math: Basic 82%
Language, Native: Standard 88%
Language, French 72%
Literacy, Native: Standard 86%
Literacy, French 60%
Law 65%
Military Etiquette 50%
Radio: Basic 60%
Pilot: Tank & APC 65%
Body Building & Weightlifting
Climbing (Rappelling) 45%/35%
Running
W.P. Axe (incl'd Vibro-Fire Axe)
W.P Energy Pistol
W.P Energy Rifle
Hand to Hand: Commando

Related O.C.C./Occupational Skills
Skill name: Totaled %
1. HtH Commando
2. HtH Commando
3. Weapon Systems 45%
4. Boxing
5. Gymnastics

Secondary Skills
Skill name: Totaled %
1. Wrestling
Body block/tackle
Pin/incapacitate on nat 18,19 or 20.
crush/squeeze
2. Athletics (General)

Combat Data
HTH Type: Commando
Number of Attacks: 5 (4 plus boxing)
Initiative Bonus: zero
Strike Bonus: +3 HtH, +4 energy weapons
Parry Bonus: +6
Dodge Bonus: +6
Auto-Dodge Bonus: Delete if not applicable
HTH Damage Bonus: +6
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +2
Bonus to Disarm: zero
Other: Body flip/throw, body block/tackle & +2 to save vs Horror Factor

HTH Type: Power Armor Basic
HTH Type: Power Armor Basic
Number of Attacks: 6
Initiative Bonus: zero
Strike Bonus: +4, +5 energy weapons
Parry Bonus: +7
Dodge Bonus: +7
Auto-Dodge Bonus: Delete if not applicable
HTH Damage Bonus: +6
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +2
Bonus to Disarm: zero
Other: Body block/tackle/ram 1d4 MD plus 01-50% chance to knock opponents down (two melee attacks)
HTH Type: Robot Basic
Number of Attacks: 6
Initiative Bonus: zero
Strike Bonus: +4, +5 energy weapons
Parry Bonus: +7
Dodge Bonus: +7
Auto-Dodge Bonus: Delete if not applicable
HTH Damage Bonus: +6
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +2
Bonus to Disarm: zero
Other: Body block/tackle/ram 1d4 MD plus 01-50% chance to knock opponents down (two melee attacks)

HTH Type: Power Armor Combat Elite: Gunbuster
Number of Attacks: 7
Initiative Bonus: +2
Strike Bonus: +5, +6 energy weapons
Parry Bonus: +8 (+10 when using the big guns to parry)
Dodge Bonus: +8
Auto-Dodge Bonus: Delete if not applicable
HTH Damage Bonus: +6
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +4
Bonus to Disarm: +2
Other: W.P. Paired Weapons + Punch & Kick attacks

HTH Type: Robot Combat Elite: Bull Dog
Number of Attacks: 7
Initiative Bonus: +3
Strike Bonus: +5 HtH, +7 (energy weapons)
Parry Bonus: +9
Dodge Bonus: +7 standing, +8 running or leaping
Auto-Dodge Bonus: Delete if not applicable
HTH Damage Bonus: +6
Bonus to Roll w/Punch: +8
Bonus to Pull a Punch: +4
Bonus to Disarm: +1 giant sized opponent
Other:

HTH Type: Robot Combat Elite: Mastiff
Number of Attacks: 6
Initiative Bonus: +1
Strike Bonus: +5 HtH, +7 energy weapons
Parry Bonus: +8
Dodge Bonus: +6
Auto-Dodge Bonus: Delete if not applicable
HTH Damage Bonus: +6
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +6
Bonus to Disarm:
Other:

HTH Type: Robot Combat Elite: "Big Dog" Super Mastiff
Number of Attacks: 6
Initiative Bonus: zero
Strike Bonus: +5 HtH, +7 energy weapons
Parry Bonus: +7
Dodge Bonus: +6
Auto-Dodge Bonus: Delete if not applicable
HTH Damage Bonus: +6
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +2
Bonus to Disarm: zero
Other:

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. name--List totaled bonuses from W.P. only
W.P. Heavy Weapons
W.P. Heavy Energy Weapons
W.P. Axe & Vibro-Fire Axe
+1 to strike (1)
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Paired Weapons (Commando HtH & Gunbuster HtH)

Saving Throw Bonuses
Coma/Death:
Magic (varies):
Lethal Poison (14+):
Non-Lethal Poison (16+):
Insanity (12+):
Psionics (varies):
Horror Factor (varies):
Add others as needed
Last edited by Antithesis on Fri Mar 17, 2023 11:33 am, edited 18 times in total.
Antithesis
Posts: 28
Joined: Sat Dec 10, 2022 12:56 pm

Re: Butcher (Chaos Earth) WIP

Post by Antithesis »

Instructions:
  • Starting equipment will be negotiated between each player and the Game Master.
  • Items which have stats have their name in bold type.
  • Items which have stats or images are fully listed under Gear Stats.
  • As such, there should be no stats or images above the Gear Stats header.
Equipment

Allocate your items into the categories listed in green!

Vehicles/Mounts are listed first.

Carried/In Hand

Worn on Person
Be descriptive, and don't forget to include the basics: what clothing your character is wearing!

Stored in Vehicle


Gear Stats

Gunbuster Power armor
Type A: G-44 Magnum Rail Guns (2)

NEMA Mastiff - Manned Combat Robot named "Lunchbox" (has Lunchbox painted in graffiti across the chest.)
1. MR-44 Double-Barreled Laser Turret (1)
2. MR-606 Mini-Missile Launchers (4)
3. MR-608 Mini-Missile Forearm Launchers (2)
4. Hand to Hand

Standard suit of Nema Body armor
-NEMA LGR-360 "Terror Stopper" Laser Grenade Rifle, 4 e-clips
-NEMA MIP-21 "Crime Stopper" Maxi-Ion Pistol, 4 e-clips
2 Heavy Energy Weapons
-NEMA R-670 "Lightning" Rail Gun
-NEMA GLR-540 "Thunderer" Grenade Rifle
2 Explosive grenades
2 smoke grenades
4 flares
Vibro-Knife (1d6 MD)
Vibro-Axe (2d6+2 MD)
survival knife (1d6 sdc)
First aid medical kit
pocket computer
flashlight
disposable cigarette lighter
utility belt
ait filter & gas mask
walkie-talkie
uniform
dress uniform
combat boots
canteen
M-20 Assault rifle

Cybernetics:
Nema ID implant
guro-compass
clock calendar implant
Last edited by Antithesis on Thu Dec 22, 2022 4:46 pm, edited 2 times in total.
Antithesis
Posts: 28
Joined: Sat Dec 10, 2022 12:56 pm

Re: Butcher (Chaos Earth) WIP

Post by Antithesis »

Background Story
  • Post as a reply to your finalized character sheet.
  • Please include the applicable XP chart for your character at the bottom of this post.
Address the questions in this video, and your background is likely to be very solid.[/list]
  • Where were you born & what follows from that?
  • Who are/were your parents & what follows from that?
  • Are your parents still alive & what follows from that?
  • Why did you join NEMA?
  • What were you doing when the apocalypse hit & what follows from that?
  • Why did you leave home & what follows from that?
  • What did you leave behind & what follows from that?
  • What do you want & what follows from that?
  • Outlook on Earth's Future?
Johnny Butcher

Johnny grew up an only child. His mom a Nurse and father a police officer. He was loved and given anything he needed, growing up. His parents worked hard, very hard. Seeing his parents give so much and put in so much work, double shifts, hosting pot lucks for community events, donating time and energy to local groups showed him the power of community, of a team. His parents showered Johnny with anything that he wanted. They loved him deeply. Private lessons, good education, well positioned to be a successful citizen in the world. He excelled in athletics of every kind. He grew up being the best player on whatever team he was on, a real boy hero around his city. When he got to High School he was popular with the ladies and adults. Everyone liked him. Started varsity on the Wrestling, Football & baseball teams. He broke records, was always in the paper and at the age of 16 a true hometown celebrity. He went on to college as one of the sought after Football recruits in the country. Had a great career there and had opportunities to play professionally. He decided to take a different direction. He wanted to make a difference, be like his parents, give back, help others and make a powerful impact on the lives of others around him. The rush of sports was something he'd known all this life, that adrenalin of the moment, besting his advisories and opponents was what made him who he was. He wanted a different challenge. He enlisted into the Military and joined the biggest baddest group he could find. Sure the Silver Eagles were airborne, and who could argue against that career, and the Chromium Guardians sure did cut a strong silhouette and literally make the loudest bang in the service, but the Robot Sentinels were the pinnacle of power toughness and cool that Johnny ever did see. His college degree qualified him be an officer, but he declined that opportunity.
Last edited by Antithesis on Fri Mar 17, 2023 10:59 am, edited 4 times in total.
Antithesis
Posts: 28
Joined: Sat Dec 10, 2022 12:56 pm

Re: Butcher (Chaos Earth) WIP

Post by Antithesis »

scratch sheet

Physical skills
Body Building & Weightlifting
+2 P.S.
+10 sdc

Boxing
-auto knockout on nat 20 for 1d6 melees, does not have to announce.
+1 attack per melee
+2 to parry & dodge
+2 to roll with punch of fall
+2 P.S.
+3d6 sdc

Running
+1 P.E.
+4d4 SPD
+1d6 sdc

Gymnastics
2d4 kick attack
Sense of Balance 50% (+5%/lvl)
Work Parallel Bars & Rings 60% (+3%/lvl)
Climb Rope 70% (+2%/lvl)
Back Flip 70% (+5%/lvl)
+7% to climb ability
30% Base prowl
+2 to roll with punch or fall
+2 P.S.
+2 P.E.
+1 P.P.
+2d6 sdc

Genetic Engineering
+2 PS, +2 PE

EP
fortune & glory 9, 4, Charming & well travelled, Receive one Access Reward: Favorable Contact (any location in the Megaverse)
ME roll 3
PP roll 5
PB roll 2

Attribute rolls
13, 11, 15, 12, 14, 12, 8, 10

SDC:20+5+10+13+4=52

Psionic: none, rolled 38.
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Charles Dresden
Posts: 39
Joined: Sun Dec 11, 2022 6:34 pm

Re: SSG Charles Dresden (Chaos Earth WIP)

Post by Charles Dresden »

Player's Name: Chris C.
Link to PbP RPG Ledger: Ledger
G-Mail: csc2551@gmail.com
Discord: Chris C#9679


Character Name:SSG Charles Dresden
Alias:
Occupation: Rescue Specialist
O.C.C.: D-Shifter
Alignment: Scrupulous
XP Level: 1
XP Points: 1,375
Next Level @ XP: 2,151
Disposition: Dedicated to his job, generally good guy. Always tries to do what is right and best.
Insanity: None (Saved)

ATTRIBUTES
I.Q. 18
M.E. 17
M.A. 15
P.S. 23 SN (33 Augmented - Armor)
P.P. 28
P.E. 28
P.B. 12
Speed 22 (36 Armor)

PHYSICAL DATA
M.D.C.: 117 (147 within 500' of a Blue Zone)
P.P.E.: 106
Age: 22
Sex: Male
Height: 6'2" (7' - Armor)
Weight: 240 lbs (310 lbs - Armor)
Description: Charles is a tall Athletic built man, with brown hair and and blue eyes.

Natural Abilities
Perception: 15% see rules here
Charm/Impress: 10%
Invoke Trust/Intimidate: 35%
Max. Encumbrance: 240 lbs (160 lbs in Armor) see rules here
Max. Carrying Weight: 1600 lbs (840 lbs - Armor)
Max. Lifting Weight: 3,200 lbs (1680 lbs - Armor
Max. Jumping Ability: 48' Length, 24' Height (26' Length, 18' Height - Armor) see rules here

Special Abilities
Feel Ley Line Disturbance: 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 D-Shifter 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.

Identify Dimensional Portal: 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.

Impervious to Ley Line Storms & Weird Effects: 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.

Recognize Dimensional Beings: 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.”

Recognize the Supernatural: 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%.

See Astral Beings & Entities: 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.

Flawless Travel from the Astral Plane back to the Physical: The D-Shifter can Shift Phase his entire body into the Astral Plane (if so desired), and still flawlessly return to the physical world.


Powers Blue Zone

Energy Expulsion - 6/3 P.P.E.: As a living conduit to ley line energy, the D-Shifter can fire a variety of energy blasts, as noted above, at will and at minimal P.P.E. cost.
Range: 100/200’ per level
Damage: The D-Shifter can fire any of these energy blasts as he deems fit.
Energy Bolt: 2D6 M.D.
Electrical Bolt: 3D6 M.D.
Fire Blast: 2D6 M.D.
Lightning Bolt: 5D6 M.D.
If so desired, the D-Shifter can reduce damage by increments of 1D6. Duration: Each blast is instant and counts as one of the character’s melee attacks/actions.
Bonus: +2 to strike.

Imitate/Duplicate/Recreate any Dimensional Magic Spell -
Range: Self and others as limited by the actual spell. Duration: The duplication must take place within 10 minutes of having experienced or witnessed the spell. Limitations: All dimension, space, time and reality altering spells including all Ley Line Magic spells, Rifts and portals, teleportation magic, Temporal Magic, and similar. Spells like Fire Ball, Wind Rush, Fly, Blind, Charm, Healing, Invisibility, curses, etc. can NOT be replicated.
P.P.E. Cost: One third normal for the spell in the Blue Zones, half when away from them. The D-Shifter can mimic and repeat any spell or type of magic that involves space, time and dimensions at the same level of potency they have just witnessed or been subjected to themselves – and at one third the normal P.P.E. cost when on a ley line. This is not permanent knowledge, but the ability to duplicate an effect that has just recently happened in front of them. Thus, if an opponent has teleported away using a Teleport spell or walked through a wall thanks to a Mystic Portal spell, the D-Shifter can repeat the effect to follow the spell caster or to do the same magic to go someplace else (a place of his own choosing).

Re-Open Dimensional Portal - 100 P.P.E.:
Range: Self.
Duration: Can hold a portal open for 30 seconds per level of experience. 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.

Shift Location - 60/30 P.P.E.: Range: Self
Duration: Instant; about 1-2 seconds.
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 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).

Shift Phase - 30/15 P.P.E.:
Range: Self
Duration: 1/2 minute(s) per level
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.

Shift Through Time - 20/10 P.P.E.:Range: Self.
Duration: The effect seems instant (only 1D6 seconds seem to have passed in the real world); witnesses 1D4+1 minutes of the past.
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.

Shift to Heavy Mega-Damage - 24/12:
Range: Self
Duration: 2/6 minutes per level
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.

Shift to Light - 28/14 P.P.E.:
Range: Self.
Duration: 5/15 minutes per level
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’), and radiate light on par with a 300 watt light bulb (fills a 20’ area). 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.

Shift to Pure Energy - 24/12 P.P.E.:
Range: Self.
Duration: 2/6 minutes per level
The D-Shifter becomes a humanoid-shaped energy being who can hover and fly (maximum speed is 60 mph/96 km; maximum altitude is 3,000’), 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.


Abilities From Armor
Light Laser Tool - Used for Cutting and Welding
Laser Distancer Exact Range Up to 1000', 2000' with 20% Margin Of Error
Multiscreen HUD Up to 6 Distinct Images
Passive Night Vision 2000'
Telescopic Vision 6000'
Macro-Lens 6x Magnification
Thermo-Imager 1000'
Light Filters
Fatigue Reduced By 60%
Normal Fire Does No Damage
Mega Damage Fire Reduced by 10%


M.O.S. Skills
Assessment enables the firefIghter to estimate the approximate temperature, size, speed and direction(s) of the fIre as well as the level of dan ger - i.e., back drafts, concealed fIre in the walls, fIre behind closed doors, vulnerable natural gas lines, smoke inhalation, toxic fumes, obvious structural degradation and the likelihood of collapse, and so forth. Has a reasonably good knowledge about accelerants, combustibles and common fIre hazards. "Response" is how to rescue others, survive yourself, escape and most importantly, how to fight fIre. Includes methods and techniques in "firefIghting" and how best to contain, control and extinguish fIre, along with basic survival techniques and training in the use of firefIghting gear, equipment, and vehicles.
40% (+5%)

The fIrst number is the typical damage estimate.
The ability to assess the degree of damage, its cost in credits, and the level of structural degradation, i.e., what is cosmetic and minor damage that can be cleaned up or easily repaired, and what is seriously compromised, weakened, and incapable of withstanding weight or any signifIcant strain (i.e., is likely to collapse, snap, break, etc., when put under greater stress). This enables the firefIghter to determine if the stairs or floor can bear his weight, whether support beams and weight bearing walls can continue to bear their loads or are on the verge of collapse, and even guesstimate how long the structure will last in minutes - give or take 1D4x10%. This means if the character assesses a wall will hold for another fIve minutes he will be off by 10% to 40%, meaning the wall might hold 10-40% longer or collapse 10-40% sooner. In this example, that could be 30 seconds to 120 seconds/two minutes one way or the other. The G.M. can arbitrarily decide longer or sooner, or roll percentile dice in which a random roll of 01-50% means longer and 51-00% means sooner.
36%/22% (+4%)
Basic Electronics - 45% +5%
Basic Mechanics - 55% +5%
Computer Operation - 75% +3%
Demolitions - 80% +3%
Excavation & Rescue - 60% +5%
Jury-Rig - 40% +5%
Mining - 50% +5%
Paramedic - 60% +5%
Nuclear, Biological & Chemical (NBC) Warfare - 50% +5%
Read (& Operate) Sensory Equipment - 45% +5%
Spelunking - 50% +5%

O.C.C. Skills
Climbing - 77%/67% (72%/62% in Armor) +5%
Mathematics: Basic - 92% +3%
Language: Native Tongue (English) 88%+1%
Language: Other (Spanish) 55%+3%
Literacy: Native Language (English) 80%+2%
Literacy: Other 45%+5%
Radio: Basic - 60%+5%
Pilot: Truck - 66% +4%
Pilot: Hover Craft (Ground) 50% (+5%)
Swimming - 60% +5%
Running
W.P. Battle Axe
W.P. Sword
W.P. Energy Rifle
Hand to Hand: Basic

Related O.C.C./Occupational Skills
Acrobatics
  • Sense of Balance 60% (45% in Armor) +5%
  • Walk Tightrope/High Wire 60% (45% in Armor) +3%
  • Prowl - 35% (20% in Armor)

Gymnastics
  • Work Parallel Bars & Rings - 60% (45% in Armor) +3%
  • Climb Rope - 70% (55% in Armor) +2%
  • Back Flip - 70% (55% in Armor) +5%

Boxing
Pilot: Hovercycles, Skycycles & Rocket Bikes 70% (+3%)
Mechanical Engineer - 30% +5%

Secondary Skills
Athletics (General)
Body Building/Weight Lifting
General Repair & Maintenance - 45% +5%

Combat Data

1: Starts with four attacks/actions per melee round; +2 to pull punch and +2 to roll with punch, fall or impact.
2: +2 to parry and dodge.
3: Kick attack does ID6 of points damage.
4: + 1 additional attack/action per melee round.
5: + 1 to strike. 6: Critical strike on an unmodified roll of 19 or 20. 7: +2 to damage.
8: Judo-style body throw/flip; does ID6 damage, and victim loses initiative and one attack per melee.
9: + 1 additional attack/action per melee round.
10: +2 to pull punch and +2 to roll with punch, fall or impact.
11: + 1 to parry and dodge.
12: + 1 to strike.
13: Critical strike or knockout from behind.
14: +2 to damage.
15: + 1 additional attack/action per melee round.

Number of Attacks: 5
Initiative Bonus: +0 (+1 When dealing with Supernatural and Dimensional Anomalies)
Strike Bonus: +1
Parry Bonus: +5
Dodge Bonus: +5
HTH Damage Bonus: +17
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +4
Bonus to Disarm: +0
Other:
Restrained Melee Attack: 5d6 SD
Regular Melee Attack: 4d6 MD
Power Melee Attack: 1d4*10 MD (Counts as Two Melee Attacks)

In Fire/Rescue Armor:
Punch: 1d6+27 SD
Kick Attack: 2d4+27 SD
Power Punch/Kick: 3d4 MD (Counts as Two Melee Attacks)


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. name--List totaled bonuses from W.P. only
W.P. Axe
  • +1 to strike and parry at levels 2, 5, 8, 12, and 15. +1 to strike when thrown at levels 5, 8, and 12; not designed for throwing.

W.P. Sword - +1 to Strike, +1 to Strike When Thrown
  • +1 to strike at levels 1, 3, 6, 9, 12, and 15. +1 to parry at levels 2, 4, 7, 10, and 13. +1 to strike when thrown at levels 4, 8, and 12; not designed for throwing.

W.P. Energy Rifle
  • +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.


Saving Throw Bonuses
Coma/Death: +32%
Magic (varies): +8
Lethal Poison (14+): +8
Non-Lethal Poison (16+): +8
Insanity (12+): +3
Psionics (15+): +3
Horror Factor (varies): +4
Possession: +3 (Even when they fail to save, the possessing spirit will find the D-Shifter an uncomfortable vessel, and leave when someone better comes along).
Impervious to Disease
Add others as needed
Last edited by Charles Dresden on Sat Apr 15, 2023 9:01 pm, edited 5 times in total.
User avatar
Charles Dresden
Posts: 39
Joined: Sun Dec 11, 2022 6:34 pm

Re: SSG Charles Dresden (Chaos Earth WIP)

Post by Charles Dresden »


I.Q. 18
M.E. 17= Base 15 + 2 DS
M.A. 15 = Base 13 + 2 DS
P.S. 23 = Base 13 +2 Genetic Engineering, +1 Acrobatics, +1 Athletics, +2 Body Buliding, +2 Boxing, +2 Gymnastics
P.P. 28 = Bade 26 +1 Acrobatics, +1 Gymnastics
P.E. 28 = Base 22 +2 Genetic Engineering, +1 Acrobatics, +2 Gymnastics, +1 Running
P.B. 12
SPD 9 +4d4 Running+d6 Athletics

MDC d4*10+20: [1]*10+20 = 30
PPE 6d6+40: [5, 5, 6, 5, 3, 5]+40 = 69 + d6+2: [3]+2 = 5





Player's Name: Chris C.
Link to PbP RPG Ledger: Ledger
Optional: Other avenues of communication if applicable.
G-Mail: csc2551@gmail.com
Discord: Chris C#9679


Character Name:SSG Charles Dresden
Alias:
Occupation: Rescue Specialist
O.C.C.: NEMA Fire and Rescue
Alignment: Scrupulous
XP Level: 1
XP Points: 1,375
Next Level @ XP: 2,101
Disposition: Dedicated to his job, generally good guy. Always tries to do what is right and best.
Insanity: None (Saved)

ATTRIBUTES
I.Q. 13
M.E. 18
M.A. 13
P.S. 32 (42 Augmented - Armor)
P.P. 17
P.E. 32
P.B. 12
Speed 22 (36 Armor)

PHYSICAL DATA
S.D.C.: 85
H.P.: 32
Age: 22
Sex: Male
Height: 6'2" (7' - Armor)
Weight: 240 lbs (310 lbs - Armor)
Description: Just a few lines that describe the appearance and demeanor.

Natural Abilities
Perception: 15% see rules here
Charm/Impress: 10% (P.B. 15=25%, 14=20%, etc.)
Invoke Trust/Intimidate: 25% (M.A. 15=35%, 14=30%, etc.)
Max. Encumbrance: 80 lbs (160 lbs in Armor) see rules here
Max. Carrying Weight: 640 lbs (840 lbs - Armor)
Max. Lifting Weight: 1,280 lbs (1680 lbs - Armor
Max. Jumping Ability: 16' Length, 8' Height (26' Length, 18' Height - Armor) see rules here

Abilities From Armor
Light Laser Tool - Used for Cutting and Welding
Laser Distancer Exact Range Up to 1000', 2000' with 20% Margin Of Error
Multiscreen HUD Up to 6 Distinct Images
Passive Night Vision 2000'
Telescopic Vision 6000'
Macro-Lens 6x Magnification
Thermo-Imager 1000'
Light Filters
Fatigue Reduced By 60%
Normal Fire Does No Damage
Mega Damage Fire Reduced by 10%


M.O.S. Skills
Skill name: Totaled %
Assessment enables the firefIghter to estimate the approximate temperature, size, speed and direction(s) of the fIre as well as the level of dan ger - i.e., back drafts, concealed fIre in the walls, fIre behind closed doors, vulnerable natural gas lines, smoke inhalation, toxic fumes, obvious structural degradation and the likelihood of collapse, and so forth. Has a reasonably good knowledge about accelerants, combustibles and common fIre hazards. "Response" is how to rescue others, survive yourself, escape and most importantly, how to fight fIre. Includes methods and techniques in "firefIghting" and how best to contain, control and extinguish fIre, along with basic survival techniques and training in the use of firefIghting gear, equipment, and vehicles.
40% (+5%)

The fIrst number is the typical damage estimate.
The ability to assess the degree of damage, its cost in credits, and the level of structural degradation, i.e., what is cosmetic and minor damage that can be cleaned up or easily repaired, and what is seriously compromised, weakened, and incapable of withstanding weight or any signifIcant strain (i.e., is likely to collapse, snap, break, etc., when put under greater stress). This enables the firefIghter to determine if the stairs or floor can bear his weight, whether support beams and weight bearing walls can continue to bear their loads or are on the verge of collapse, and even guesstimate how long the structure will last in minutes - give or take 1D4x10%. This means if the character assesses a wall will hold for another fIve minutes he will be off by 10% to 40%, meaning the wall might hold 10-40% longer or collapse 10-40% sooner. In this example, that could be 30 seconds to 120 seconds/two minutes one way or the other. The G.M. can arbitrarily decide longer or sooner, or roll percentile dice in which a random roll of 01-50% means longer and 51-00% means sooner.
36%/22% (+4%)
Basic Electronics - 45% +5%
Basic Mechanics - 55% +5%
Computer Operation - 75% +3%
Demolitions - 80% +3%
Excavation & Rescue - 60% +5%
Jury-Rig - 40% +5%
Mining - 50% +5%
Paramedic - 60% +5%
Nuclear, Biological & Chemical (NBC) Warfare - 50% +5%
Read (& Operate) Sensory Equipment - 45% +5%
Spelunking - 50% +5%

O.C.C. Skills
Skill name: Totaled %
Climbing - 77%/67% (72%/62% in Armor) +5%
Mathematics: Basic - 92% +3%
Language: Native Tongue (English) 88%+1%
Language: Other (Spanish) 55%+3%
Literacy: Native Language (English) 80%+2%
Literacy: Other 45%+5%
Radio: Basic - 60%+5%
Pilot: Truck - 66% +4%
Pilot: Hover Craft (Ground) 50% (+5%)
Swimming - 60% +5%
Running
W.P. Battle Axe
W.P. Sword
W.P. Energy Rifle
Hand to Hand: Basic

Related O.C.C./Occupational Skills
Skill name: Totaled %
Acrobatics
  • Sense of Balance 60% (45% in Armor) +5%
  • Walk Tightrope/High Wire 60% (45% in Armor) +3%
  • Prowl - 35% (20% in Armor)
Gymnastics
  • Work Parallel Bars & Rings - 60% (45% in Armor) +3%
  • Climb Rope - 70% (55% in Armor) +2%
  • Back Flip - 70% (55% in Armor) +5%
Boxing
Pilot: Robots and Power Armor 56% (+3%)
Mechanical Engineer - 30% +5%

Secondary Skills
Skill name: Totaled %
Athletics (General)
Body Building/Weight Lifting
General Repair & Maintenance - 45% +5%

Combat Data

1: Starts with four attacks/actions per melee round; +2 to pull punch and +2 to roll with punch, fall or impact.
2: +2 to parry and dodge.
3: Kick attack does ID6 of points damage.
4: + 1 additional attack/action per melee round.
5: + 1 to strike. 6: Critical strike on an unmodified roll of 19 or 20. 7: +2 to damage.
8: Judo-style body throw/flip; does ID6 damage, and victim loses initiative and one attack per melee.
9: + 1 additional attack/action per melee round.
10: +2 to pull punch and +2 to roll with punch, fall or impact.
11: + 1 to parry and dodge.
12: + 1 to strike.
13: Critical strike or knockout from behind.
14: +2 to damage.
15: + 1 additional attack/action per melee round.

Number of Attacks: 5
Initiative Bonus: +0
Strike Bonus: +1
Parry Bonus: +5
Dodge Bonus: +5
HTH Damage Bonus: +17
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +4
Bonus to Disarm: +0
Other:
Kick Attack: 2d4+17

In Fire/Rescue Armor:
Punch: 1d6+27 SD
Kick Attack: 2d4+27 SD
Power Punch/Kick: 3d4 MD


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. name--List totaled bonuses from W.P. only
W.P. Axe
  • +1 to strike and parry at levels 2, 5, 8, 12, and 15. +1 to strike when thrown at levels 5, 8, and 12; not designed for throwing.
W.P. Sword - +1 to Strike, +1 to Strike When Thrown
  • +1 to strike at levels 1, 3, 6, 9, 12, and 15. +1 to parry at levels 2, 4, 7, 10, and 13. +1 to strike when thrown at levels 4, 8, and 12; not designed for throwing.
W.P. Energy Rifle
  • +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.


Saving Throw Bonuses
Coma/Death: +32%
Magic (varies): +8
Lethal Poison (14+): +8
Non-Lethal Poison (16+): +8
Insanity (12+): +2
Psionics (15+): +2
Horror Factor (varies): +0
Impervious to Disease
Add others as needed

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Myth and Jest
Dimension Master
Posts: 117
Joined: Mon Nov 28, 2022 10:42 am
Location: Chaos Earth DM

Archived Past Characters

Post by Myth and Jest »

Lost but not forgotten characters of Chaos Earth.
User avatar
CC_Dunscon
Posts: 13
Joined: Sun Mar 10, 2024 11:35 am

Charles Constantine Dunscon (Chaos Wizard)

Post by CC_Dunscon »

Player's Name: Bert
Link to PbP RPG Ledger: Link
G-Mail: lifeismeals at groupchat

Character Name: Charles Constantine Dunscon
Alias: Chucky, Third
Occupation: Drug Rehab Counselor, Wrestling Coach, Cook
O.C.C.: Chaos Wizard
Alignment: Unprincipled
XP Level: 4
XP Points: 8,251
Next Level @ XP: 16,500
Disposition: Warm, easy going, disarmingly charming.
Insanity: None

ATTRIBUTES
I.Q.: 18
M.E.: 16
M.A.: 22
P.S.: 34
P.P.: 13
P.E.: 19
P.B.: 14
Speed: 32 (22 mph / 36 kmph)

PHYSICAL DATA
P.P.E.: 34 @ lvl 4 (+1d6+1/lvl)
H.P.: 28 @ lvl 4
S.D.C.: 63 @ lvl 4
Age: 30
Sex: M
Height: 5 foot 10 inches
Weight: 175
Description: Wirey/Sinewy build. Dark Brown Skin, Curly Hair. Mom is Southern Indian, Dad is Caucasian. Mixed Race kid.

Natural Abilities
Perception: 28% (+3%/lvl) (+15% for Arcane)
Charm/Impress: 30%
Invoke Trust/Intimidate: 75%
Max. Encumbrance: 52.5 lbs
Max. Carrying Weight: 680 lbs
Max. Lifting Weight: 1360 lbs
Max. Jumping Ability: 17 foot length, 8.5 foot height
Become a Mega Damage Being: within 1000 ft of a leyline. Hit Point + SDC + 2/lvl. MDC field regens at 1/ml (99 MD)
Learns 1d4 new spells every level (chaos magic any, wizard invocation 1-4)
Spell Strength: 13
PPE Recovery: 1d6+4 via sleep/meditation, 2d6+4 when in Blue Zone

M.O.S. Skills
Skill name: Totaled% (Increment %/lvl)
(Upgrade to HtH Martial Arts at No Cost)

O.C.C. Skills
Skill name: Totaled% (Increment %/lvl)
Speak Read/Write Native Language (English) 94% (+1%/lvl)
Speak Read/Write Second Language (Hindi) 72% (+3%/lvl)
Basic Math: 95% (+3%/lvl)
Climbing: 76%/59% (+5%/lvl)
Land Navigation: 57% (+4%/lvl)
Lore: Demon & Monsters: 54% (+5%/lvl)
Pilot: Automobile 80% (+2%/lvl)
Pilot: Hovercycles 83% (+3%/lvl)
Fishing: 59% (+5%/lvl)
Cook: 64% (+5%/lvl)
Computer Operations: 88% (+3%/lvl)
Computer Programming: 78% (+3%/lvl)

Related O.C.C./Occupational Skills
Skill name: Totaled% (Increment %/lvl)
Radio Basic: 74% (+5%/lvl)
Computer Repair: 49% (+5%/lvl)
Automotive Mechanics: 73% (+3%/lvl)
First Aid: 64% (+5%/lvl)
Swimming: 69% (+5%/lvl)
Gymnastics:

Sense of Balance: 69% (+5%/lvl)
Work Parallel Bars & Rings: 73% (+3%/lvl)
Climb Rope: 80% (+2%/lvl)
Back Flip: 89% (+5%/lvl)

Wrestling
Pick Locks: 49% (+5%/lvl)
Prowl: 54% (+5%/lvl)
Running

Secondary Skills
Skill name: Totaled% (Increment %/lvl)
Streetwise (lvl1): 40% (+4%/lvl)
Body Building/Weight Lifting (lvl4)
WP Automatic Pistol
WP Blunt

Combat Data
Combat Moves:

Punch (1d4 damage)
Elbow (1d4 damage)
Kick attack (2d4 damage)
Karate Kick (2D6 damage)
Knee attack (1d4 damage)
Disarm, Dodge
Entangle
Body Block Tackle (1d4 damage)
Power Punch
Power Kick
Pull Punch
Body Flip/Throw (1d6 damage, victim loses init and one attack)
Pin Incapacitate on Nat 18,19,20
Crush/Squeeze 1d4. Each Squeeze counts as a ml/attack


HTH Type: Martial Arts
Number of Attacks: 5
Initiative Bonus: +1
Strike Bonus: +2
Parry Bonus: +3
Dodge Bonus: +3
HTH Damage Bonus: +21
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +3
Bonus to Disarm: 0

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)
WP Hand Guns: +1 to strike at Lvls 2,4,6,8,12,14


Melee Called Shots: No bonus to Strike, No extra action cost
WP Blunt: +1 to strike and parry at Lvls 1,3,6,9,13. +1 to throw and 5,10,15 (+2)


Saving Throw Bonuses
Coma/Death: +8%
Magic (varies): +3
Lethal Poison (14+): +2
Non-Lethal Poison (16+): +2
Insanity (12+): +1
Psionics (15+): +1
Horror Factor (varies): +3
Add others as needed

Spell List
Chaos Magic:
Air Bridge(3)
Create an invisible platform made from a cushion of air to bridge gaps. Can go rooftop to rooftop, cross over holes, chasms, ravines. Bridge can go straight across or up to 25 degrees. Bridge must start/end on solid ground. Length is 20 ft/lvl, cross at wizard spd

Debris Wall(8)
60 ft + 10ft/lvl, 2min duration, Must maintain focus, 10x10x5 ft + 5x5x2.5 per lvl of experience

Hide(3)
Self, 2 min/lvl, Magic Spell makes chaos wizard invis to all forms of optics and sensors. As long as char stays quiet and hidden in place of concealment, they cannot be seen.

Home Free (12)
Self, Instant, Can teleport to established/freq used hideout or home. Only these two type of places. Can teleport himse and one other person every two lvls. To very familiar and safe place only, perfect everytime

Life Line (3)
Self, line of sight 100ft +20ft/lvl, 2min/lvl, Make length of roope appear and one end in mage hand and the other at the hands of another character. Can only use to rescue and pull character up.

Lookout (4)
Self or tch, 2 hours, Keep individual awake and alert to sus sounds and activities. +1 to init, +2 to save vs magic/psionics that induce sleep or attack the senses.

Shield Bubble (30)
30 feet/lvl, Semi Transparanet forcefield, can be used to block doorways, breaches in walls/doorways. As large as 12x12 feet and 20 MDC/lvl.


Five of Choice:
Quiet Walk (5) (15)
Self or two others by touch, 2 min/lvl, double in bluezone. Move without making noise, +15% to prowl, max spd is 1/2 SPD attribute

Jack Rabbit (5)
Self or 60 ft, line of sight, 1min/lvl, run at triple SPD, opponents are -5 to strike, +2 to dodge.

Spider Leap (6) (12)
Self, 15 min/lvl, Can leap straight up and stick to ceiling or underside of ledge, up to 50 ft high. +10% to prowl if quiet, may be used in conjunction with chameleon or hide spell

Spider Walk (15) (45)
Self, 10 min/lvl, Can climb on the side of walls, ships, pillars, girders, trees and most surfaces, at 1/2 SPD attribute

Cat Drop (4)
Self or person 300ft away, line of sight required. Can survive a 20 feet/lvl drop, double in blue zone


(lvl 2) (4)
Demon Strength (5)
Self or one other, but costs double ppe, 30 secs/lvl, double on leyline. +10 to PS, PS becomes supernatural

Fast Fist (10)
Self, 2 min/lvl, double physical attacks per ml, so long as only fasticuffs or one handed weapon.

Magic Shield (5)
Self, 2 min/lvl, creates 60 MDC shield, +1 to parry

Big (10)
Increase strength by 50% and add 2d6 SDC dmg If demon strenght is cast, PS become supernatural and do dmg accordingly. 2min/lvl double on leyline. Grow 2x to 3x size, weight 2x to 3x. Can carry PS attriibute x 50 poounds. Spd increase by 50%. SDC is increased by 20%, MDC in bluezone


(lvl 3) (4)
Ghost (30)
Self or one 20 ft away, line of sight, 1 ml/lvl, double in blue zone. Turn recipient into intangible blue ghostly figure. While ghost, cannot spk/heard in physical plane, but can walk through walls, descend through floors. Float at 1/2 SPD. Not harmed by physical attacks and electrical attacks do 1/10 in sdc. Imperv to cold, heat, toxic gases. Vulnerable to psionics and other ghostly things. Best for snooping around.

Shadow Meld (5)
Step into shadows, become totally invis. Cannot be dispelled by "See the invisible" Can move from Shadow to Shadow, prowl +15%, opponents are -5 to strike

Magic Net (4)
60 ft, 2 melees/Level, Save: dodge of 16 or higher. Create a net composed of magic fibers and can snaure up to 1-6 human sized victims. Only MDC weapons, magic weapons can affect this net. Helpless to defend or attack.

Deflect (5),
Self, 1 ml action/lvl. Attempt to parry/deflect incoming ranged attacks such as arrows, bullets, lasers, p-beams, rail guns, fireballs, call lightning. +4 to parry, can add pp bonuses only. If success, deflect up to 1d4*10 yards away. Roll 1d20, 1-4 means attack went to ally nearest to mage, 5-8 means hit innocent bystander, 9+ deflected without harming others.


(lvl 4) (1)
Blaster Hands (5)
2d6 + 1/lvl (4d6 +2/lvl in blue zone). 1 ml, double in blue zone. Range is 30ft/lvl, +1 to strike, -10 to dodge


Wizard Invocations:
Armor of Ithan (5)
Create invis, weightless, noiseless mage armor. one minute/lvl, 10 mdc/lvl

Expel Demons (18)
Repel all lessor demons and lesser supernatural beings and not return 1d6 hours.

Implosion Neutralizer (6)
Contain explosives and limit damage. Reduce dmg by half. P.107 BoM

Negate Magic (15)
Cancel effect of mostmagic, 12-15 is needed for spell magic, 16+ for ritual

Purification (Food & Water)
Purify food or water, cleansing it of disease, bacteria, poison/toxins. Up to 50 pounds of food or 10 pounds of water can be purified.

Repel Animals (4)
Make all hostile predatory animals stop/turn/leave. Can affect up to six animals

Sheltering Force (10)
Self, 20 ft away, 1 hr/lvl, Light forcefield that is semi opaque, to accomadate between 2-6 ppl. Resembles a dome shaped tent. Dry and maintains a temp that is -10 F if outside is hot or +10F in cold weather. See P. 114 BoM
Last edited by CC_Dunscon on Sun Mar 17, 2024 3:22 pm, edited 42 times in total.
Chuckles' Sheet
PPE: 34
HP: 28
SDC: 63
Charm/Impress: 30%
Trust/Intimidate: 75%
User avatar
CC_Dunscon
Posts: 13
Joined: Sun Mar 10, 2024 11:35 am

Equipment Sheet

Post by CC_Dunscon »

Equipment

Carried/In Hand
N/A

Worn on Person
Thick Hat.
Air Filter
Gloves
Work boots: Red Wing Iron Rangers
Thick Weather Resistant Winter Coat: Navy Carhartts
MD Expandable Baton (2d4 damage)
Utility belt
Survival Knife hooked on utility Belt (1d6 damage)
Collapsible Baton (1d6 damage)
1d6 * 100: [5] = 5 worth of tradeable goods

Stored in Backpack
.45 Automatic Pistol, 4d6 SDC per roud. Range 135 feet
Several pairs of insulated socks
Sun glasses
Pocket Computer
Small Notebook
1x mechanical pencil
1x flashlight
1x disposable lighter
1d4+4: [3]+4 = 7 sets of clothing: e.g. long underwear, insulated hoodies, belt, multiple sets of work pants (e.g. dickies)
1d6: [4] = 4 markers

Stored in Vehicle

Gear Stats
Last edited by CC_Dunscon on Tue Mar 19, 2024 8:27 am, edited 11 times in total.
Chuckles' Sheet
PPE: 34
HP: 28
SDC: 63
Charm/Impress: 30%
Trust/Intimidate: 75%
User avatar
CC_Dunscon
Posts: 13
Joined: Sun Mar 10, 2024 11:35 am

Background

Post by CC_Dunscon »



As the saying goes, nothing rises and falls faster than the American Family. The Dunscons had an excellent run in the early 21st century. They parlayed their success into investment and community works. Eager to stake a name for themselves, the family leveraged their considerable holdings in the rising trend of artificial intelligence. Having the consultation of experts and the backing of other well-to-dos, the Dunscons then launched more than a few education initiatives for the gifted and the for the downtrodden. At the end of the 2030s, more than a dozen Georgia schools were erected in their namesake. The city of Atlanta presented a key to the family. A new highway erected to remediate the oft congested Barrett Parkway thorough fare was named after the Dunscons. Monuments stood tall celebrating the contributions of this family, monuments that would stand long after the Dunscons fortunes waned away.

Charles Constaintine Dunscon III came from a reputation rich, cash poor family. There is really no label in American society for their predicament. As the 2050s and 60s passed, the patents lapsed, the contents of their intellectual property folder began to be superseded by the eventual tide of progress. Subsequent holders of the fortune were not able to capitalize on their privilege. They grew complacent, stopped striving, backed the wrong political candidates and lost money. Long ago, the official family motto was "Nos Primum", the unofficial one, "Woo and Marry those whom are better". At the very least, Charles Constaintine Dunscon II was able to do that.

The Charles Dunscons stayed within the academic community. Father Dunscon (Chuck Jr) and Mother (Lanelle) met late in graduate school in Chicago, Mother was talented enough to get a tenured track job right away after graduation, while Father followed Mother to Champagne, Illinois to start his first post doc. A decade came and went. They had themselves Charles III, (his father liked to call him Third, his mother called him Chucky). Lanelle had graduated to full professorship, while Father transitioned to being a research professor for his department. With another possible child on the way, he adjuncted everywhere in the surrounding community to help with the bills.



Obviously, an academic family would put their children's academic upbringing at the utmost priority. Chuck the Third never lacked for schooling. He was precocious and athletic enough to get through much of private school gracefully. He found his first love when he was first introduced to the wrestling mat at 14. A mixed Indian wrestler at 165 pounds was never going to turn the heads of many scouts. He didn't look especially imposing, he didn't move gracefully on the mat, but he was very fast and very strong. Eventually, he got good enough to finish out his senior year with a decent financial aid package. Then he leveraged his wrestling career to a partial scholarship to study MIS at the business school at the nearby university. His younger siblings were coming up the private school system just fine, his mother's career was on solid footing, and his father's research lab finally took on enough grant money to give him a proper raise. An air of relief was felt throughout his final year at high school.

Things were going swimmingly for a few years. Chuck didn't really want to go into the CS program, despite his grades being good enough. He rationalized that business school acumen would let him learn a business faster, and the ability to code is already a dying skill. Institutional AI co-authors guided development with a heavy hand, soon the career programmer would go the way of the stage coach reinsman. He reasoned that while he was capable of being technical, he gravitated towards working with people. Besides, a heavy CS course load would cut into his wrestling regiment, which he had to perform at a high level to keep his scholarship. He moved out to college housing, then lived independently as he paid rent via wages from restaurant gigs, the occasional turn at being an auto mechanic, or research computing at his father's lab if they would have him. He didn't want to burden his parents with even more financial demands, so he never asked for money. Chuck made an arrangement that he would call at least once a week, and make time to have dinner with the family at least once a fortnight.



Three years went by. It was the end of the spring semester. Diligent time spent taking summer courses meant Chuck was ahead of schedule. He could graduate early. Or he could go back and use his last year of college eligibility. Not only that, but he was currently number 6 in the state for his weight class, and most of the people ahead of him were graduating. If he did well enough in the state tournaments, he could make the NCAAs again.



Then out of the blue, his mom called. She was in tears. She told him to come home right away. His little brother, all of sixteen years old, was in the hospital. He apparently was an aspiring chemist and cooked up some "bath salts" for himself and some of his friends. His grades had long been suffering, but everyone seemed to be too busy to really figure out what was going on. Shortly after, his parents had a big fight. Years of resentment came crashing down. Things were said, they couldn't be unsaid, and both parents were too proud and too arrogant to see the other's point of view. Mother moved out in a few weeks, and took the youngest daughter with her. Chuck's younger brother was kicked out of school for the incident, and he now attended a local high school, where he parlayed his new-found chemical expertise for social relationships. Not long after, one of his patches ended up killing another kid at school. Chuck's younger brother was 17, and he was tried as an adult. His father, despondent over grief and disappointment, never realized his aspirations back to respectability would have led to the destruction of his family. Chuck Sr. took to the drink, eventually quit his job and sold the house. Then he disappeared.

Chuck spent the remaining summer visiting his brother and watch both his parent's psychological condition slowly come apart. By the time his father sold the house, Chuck was the one responsible adult that was capable of getting the house for showing, as well as taking care of his younger sister when mom was trying to keep the grief at bay by working. He would "borrow" his mother's car to visit sporadically his brother at the county lock up before he was transferred to prison five hours away south of Carbondale.

Then school started. As the saying goes, whatever maybe, may be. Chuck had no heart for wrestling. He graduated in the fall and took a corporate job nearby to work on databases and fleet management. Realizing that most of corporate computing is busy work, and he really didn't have any interest in participating in this particular version of snakes and ladders, he bid his time until his brother's sentencing. Then he left the state to Indiana, picking up odd jobs along the way.



Chuck stumbled on a chance meeting with an acquaintance of an acquaintance, who in turn introduced him to a counselor at a local homeless shelter. Chuck realized that his athletic statue and good looks gave him an inside lane, and his temperament and charisma allowed him to connect and persuade well with those who wrestled with demons. Finding a new calling in life, he plunged head first into recovery work. He worked multiple jobs, working as a cook for the homeless kitchen, being a part-time drug counselor at a recovery house and coaching wrestling on the side, for the better part of 7 years. He participated in numerous outreach programs, eventually figuring out the lay of the land, especially when it came to troubled youth and the gangs and predators that preyed on them.



The end was very fucking nigh. And nobody suspected a thing.

Chuck was working in the kitchen with a few helpers. Some of them were local residents at the shelter. Some were volunteers. An older gentleman had recently checked into the facility. He had dark auburn skin and bright blue eyes, a well built statue with a surly demeanor to match. Sporting a robust beard, he was adorned in what seemed like work clothes. He looked a little worn but carried himself with a piercing gaze, accented by wild bushy eyebrows. Chuck reasoned that he was probably one of many whom had suffered lay offs and lost their place of abode for one reason or another after the economic downturn. He signed himself in as Darmin Boady.

Chuck's workplace was situated in Noblesville, a community part of North Indianapolis. Normally most northern indianapolis neighborhoods had traditionally been very safe. But with the influx of trade embargos and international unrest, stock markets have been bearish and layoffs had begun. Chuck noticed the foot traffic steadily pick up over the last six months, but donations from restaurants, food banks and church organizations had been leaner as the months go by. Trying to make the meals go further, Chuck switched attempted to switch to a more vegetable heavy diet, borrowing heavily from his mother's Northern Indian Brahmin cooking.

After one suck meal, Darmin waltzed into the kitchen, bare foot and demanded to speak to Chuck. Chuck took a deep breath, expecting some manner of complaint. Surprisingly, Darmin explained that he himself had some experience preparing this food. So long as he didn't have to touch meat, especially beef, he would like to help. Thoroughly underpaid and overworked, Chuck was cautiously enthusiastic about some real help. Chuck reached into his locker, took out a brand new pair of kitchen work shoes and gave them to Darmin. Meal prep for each meal starts two hours before service. Please don't be late.

Later on, a well to do Hindi temple called to donate some food. Needing an extra pair of hands, Chuck recruits Darmin to go with him to Indianapolis to pick up the supplies. Arriving between meals, Chuck meets the representative at the gate and begins conversing in Hindi. He had never been to this Hindi Temple before and decided to be extra pleasant and polite. In case the center needed to solicit any more donations, he could possibly make the phone call. Speaking carefully in Hindi, he did not garner the attention he had hoped. Perhaps it was his less than formal outfit, or that he had only used Hindi with his mother and sister recently, the representative looked at him quizically. "I did not take you for a person to speak our language. Where are your parents from?", responded the attendant in English. Eyeing an opening, Chuck replied that his mother was from Andrah Pradesh. "Ahhh. Interesting. Are you volunteering over the holidays?" Chuck, understanding now that this was now a conversation about caste and status, replied: "I work for the shelter. They have a drug rehab outreach program and that is my trade." With only a faint glint of disapproval, the representative nodded but did not make eye contact again. He simply directed the Chuck and Darmin to the kitchen where food and produce had been loaded into containers. He did not stick around to show them out.

Darmin smiled knowingly at Chuck. "That man would arrange a marriage with Kamadhenu if it would help his social standing." Chuck couldn't help but chuckle, as Kamadhenu is a Hindu goddess whom is often depicted as a human/cow hybrid with wings.

Chuck decided to take more each trip, hoisting several hundred pounds worth of food under each arm. Somehow, Darmin does not bat an eye and keeps up in earnest. Well that's strange. But he's helping. Say something nice! "Darmin, that's really impressive. I thought I was reasonably strong. Do you wanna work out with me in the morning? There is a small area in the basement of the shelter where I have stashed some work out gear." Darmin raises his eyebrows. He says, "Would this be before or after meals, Chef?". "Well, generally I come in and make something to eat, work out, then cook for everyone else. Would you like to join me for breakfast?" asked Chuck. Darmin grinned devilishly, and then without warning, reached in to give Chuck a bear hug. It felt nothing short of intimidating.

Carrying the last of the boxes, Chuck was about to leave with Darmin from the front door. A very elegantly dressed middle aged Indian gentleman suddenly locks eyes with Darmin.

"Hey Boady, how's it going?"
"Hey Kripa, been a while. You are hanging out here now?"


The two uncles dap it up. "Where are you staying at?" "Out of mind, out of sight. You sticking around after the new year?" "I don't know, I hope I get to leave soon. Been a while!"

The two suddenly burst into laughter. Chuck looked on in amusement. Groceries in his hand, he waited patiently for those two dudes to catch up.

Suddenly, the nicely dressed man addresses Chuck, "Young man, aren't those groceries heavy?"

"They are alright. I didn't want the containers to scuff your floor."

"Ahhh, I understand now. Has Darmin asked you to work out with him yet?"

"Yessir, he just proposed we do something tomorrow morning."

Kripa shoots a look to Darmin, then turns back to Chuck,

"Very good. What do you do, if you don't mind me asking?"

Flashing back to the previous exchange, Chuck sheepishly replies "I work for a drug rehab shelter in Noblesville"

Kripa beams. "Ah, you must not be bashful because you live an austere life. You are doing good work because you believe in the right things. There is no higher calling in life."

Chuck feeling even more embarassed about feeling embarassed, smiles weakly. "Indeed sir. I should get these in the car."

Expeditiously exiting the building and loading the van, he gets in the drivers seat and takes a deep breath. Man, I only wished my mom and dad would say that to me once.

Kripa and Darmin exit the building together, they shake hands and embrace. For the first time in the last fortnight, Darmin seems elated. Getting in the passenger side, Darmin says "Hey, Kripa's a fucking prince and he likes you man. Do you."

Chuck bites his lip, says nothing. Darmin spends the remainder of the drive gently talking about pride, expectations, transcient achievements and how participating in suffering is a choice. Chuck nods along gently, taking the words in. When Darmin stops, Chuck reflects briefly on what just happened. For the first time in a while, he felt gratitude to be in the presence of wisdom.

The workout the next morning was interesting. Darmin warmed up with a 40 rep set of deadlift with a 425 pounds loaded on the olympic bar. He encouraged Chuck to follow. Chuck tried to keep up. They worked at a frenetic pace and only took 30 second breaks between sets. Sweat poured forth from their head and torso. In a cold December basement, they were drenched. Satisfied with the workout, Darmin decided to show Chuck some breathing exercises. Chuck had a bit of experience doing yoga, but these exercises were done standing. They were slow active stretches that didn't feel particularly straining, but seemed helpful as Chuck spent many hours standing on a kitchen floor or hunched over a table chopping.

"They don't look so hard, but I showed these stretches to a bunch of dudes who spent a lot of time meditating and it helped their mobility a lot. I only ask you to do this. When you do these stretches, try to think about how your body is connected together, and how you are connected to the floow. Keep your breathing very gentle and concentrate both on the sensation of your feet touching the ground, as well as your top of your head pointing to the sky. You should feel parts of your body trying to relax as you do. And there is a gentle sensation, that kinda feels like a coolness wiggling around in your body. Pay attention to these feelings when you do these exercises."

Chuck nodded along. He didn't really feel much doing these stretches the first couple of times, but one day in the kitchen, while taking a break from chopping onions, he started doing those stretches and it began to affect him. A sensation that felt strangely like goosebumps, travelling from his feet, through his hamstrings and glutes, through his abs, up his back, down his arms, and then finally through his finger tips. Well this was weird. Suddenly, Darmin pops in. Taking a quick look at Chuck, he says "Oh, you've been practising. I'll leave you be." And then Darmin went back to watch TV.

For the next few months, Darmin and Chuck grew closer. On Saturday dinner, Darmin and Chuck would start cooking early. Then around six o'clock, Chuck would head into Indiapolis to work with a few high school students on wrestling. Chuck would run the class for a good three hours or so. At first Darmin would watch, then he sometimes volunteered to spar with the students. He is, in a word, formidable. Sometimes Chuck and Darmin would spar to make a point. Chuck would be the dummy. Darmin would wrap him around and take him to deep, deep waters.

Kripa would come by the shelter and rekindle an old friendship with Darmin. Every Sunday, they would meet up. First it was just Darmin and Kripa talking while Chuck would sit by and listen. Gradually, a consistent topic of the over arching themes that bridged Hindi, Buddhist and Western mysticism would establish. Darmin had encouraged Chuck to read a bit more about western mysticism traditions, bringing up things like the Golden Dawn and various esoteric practices. Then every week they would sit somewhere quietly and would gently discuss the overarching goal of mysticism in the role of civilization.

After a few weeks, Chuck finally figured out that they were there for his benefit. He would read up, show up at the basement and be ready to talk. In the grand theme of mysticism, it was first and foremost important let go of the necessity to deconstruct something to understand it. It was also important to embrace intuition. Everyone has a different background and their intellectual framework is different, so attaching new things to it is often a personal matter. Repeatedly, Chuck was shown examples on the how and whys of honing these ideas by studying how things are necessarily connected, and how some patterns tended to repeat themselves. In the last few weeks, Kripa had embarked on giving Chuck things to do, like study how he can affect a conversation or discussion or even arguments at work with minimal active participation. Chuck was feeling like he was getting the hang of things, but to what end of this particular mentorship was about, he didn't really understand. All he knew was that he was getting stronger in both mind and body, and he welcomed the investment from both gentlemen.



December 21st, 2098

Kripa had stopped by for tea. It was a Sunday, and they decided to have their little meeting at the basement. Chuck stacked some 45 lb plates and threw a piece of wooden board over them as a make shift coffee table and out of nowhere Kripa furnished a thermost while Darmin brought some snacks.

Tonight began with a conversation about Asuras. Kripa and Chuck had a long standing disagreement with the importance of the origin of virtue as self governance. Being they were of different religious backgrounds, while their definition of piety was similar, they had very different opinions on getting there. The topic of Asuras gave rise to a bit of heat, as both of them debated on the role of Devils as foils of virtue. The argument stretched into the night and into the wee hours of the morning.

Around 2:00AM, Chuck noticed that Kripa and Darmin's shadows started to look startlingly different. In his shadows, Kripa was wearing elaborate battle gear from ancient times with a bow and quiver strapped to his back. Darmin's statue looked taller and even more muscular, with a bo staff by his side. They were getting more and more excited, and more than a bit snippy. Chuck decided to take a break and go fetch more water for tea. As he rounded into the kitchen, he noticed that the inhabitants of the house had gathered into the TV room. The tensions in South America had boiled over.

Running downstairs, he came to a shocking spectale. Darmin and Kripa appeared in a different form. They were also arguing loudly in what appears to be Sanskrit. Shouting over them, Chuck says:

"Guys, nuclear war just broke out over South America. It looks really bad. Maybe we should just call it a night. I'm so tired I must be hallucinating..."

Darmin looked down at himself, as did Kripa. "Oh no." They both exclaimed.

Feeling a rumble from the ground, Kripa yells out. "We must leave here now. Quickly!"

Sprinting up the stairs, Chuck was halfway up the stair well before the building started falling in. A piece of rebar grazed his forehead. He looked up and watched the ceiling fall in. Suddenly, he felt someone grab him by the wrist, and in a flash he was outside.

Chuck stood up and looked around him. A faint smell of gas permeated the area. The shelter house that had stood for over a hundred years had been reduced to rubble. Mouth agape, Chuck slowly walked towards the rubble when he was pulled back by Darmin.

"I'm sorry about your friends. They did not gonna make it."

A flame erupted over the corner of the house before quickly enveloping the entire house. Garmin yells at Kripa: "Quickly, help me with this."

They sprint towards the minivan that belonged to Chuck. In unison, they lifted the vehicle off the ground and carried it far away from the flames. Chuck watched in astonishment. WTF is going on? Meanwhile, condo buildings nearby were being ripped in half. Sirens echoed the air. Bedlam would soon begin.

Chuck fell to his knees. He tried to make sense of it, until Kripa picked him up by the armpit in one hand, flipped the poor man around and said:

"Young man, there is no making sense of this. Best busy yourself with what you can do in this situation.

Chuck, perhaps temporarily shaken out of shock, managed to mindfully put his horror aside and begin to act. Getting in his car, the other two crawled in the back and drove to the nearest house. They would work up and down the block, pulling people out of the rubble. Chuck would apply whatever first aid he could if the situation merited it. If the situation was dire, Kripa would reach out and do some mystical healing of his own. Otherwise people were ferried to the nearest emergency room by car. Fortunately the closest hospital was mere minutes away.

Chuck first encountered his first mystical act while pulling a piece of rubble off of a child that night. The poor toddler was trapped under a slab of concrete about four by six feet. It looked like more than a few thousand pounds. Chuck tried every which way to get the slab off the child. Calling out to Darwin and Kripa, they started to walk over. Then suddenly, Darmin held back Kripa and said "Let the boy figure it out." Puzzled, Chuck replied back "Old man, just what the hell do you mean?". Darmin smiled and said "You got this, just think back on what we talked about full body connection. The kid's got a few more minutes. We'll help if you can't figure it out."

This is not the fucking time for this! Crouching low on one end of the concrete slab, Chuck relaxed just enough to rekindle the feeling of goosebumps moving through his body. Suddenly his hands glowed in a blue hue. In full explosive motion, Chuck lifted up the slab, then pushed it over. "Holy mother of Christ, what is this?" exclaimed Chuck. Kripa motioned to Darmin with a thumbs up and Darmin managed a huge ear to ear grin. "You've got this kid. I believe in you! Now keep that feeling going while you try and dig out the parents!". Quickly, Chuck started looking for the parents, picking and throwing chunks of house around. Dad was laying on top of Mom, taking the bulk of the punishment. He hadn't stopped breathing for long, and Kripa nestled him back into health. Mom was in hysterics and thought they were all going to die.

Darmin folded down the seats in the minivan in the back. He walked over, waving his palm slowly over the mom's head. Within moments, she was calm enough to get her bearings and get on her two feet. They loaded the injured into the car as gently as possible and carefully drove to the hospital.

The trio took many such trips that night. By day break, the local hospital was so swamped that triage was standing room only. Chuck dropped off the last injured person, a nine year old with a broken arm, with her parents. Her arm was held together by a piece of 2x4 stud while fastened to her arm with a ripped up undershirt. Running on fumes mystically, figuratively and finally, literally, he made his last trip to the hospital.

Kripa asked Chuck if he could drop him off at the Temple. He said he was low on reserves. Instead Darmin offered to take him. Chuck looked back at the two and said: "How will I find you both?"

Darmin looked at Kripa, then he said to Chuck: "Class is over kid. I'm gonna wisk him back and help those at the temple however I can. You've been thoroughly trained and tonight you graduated. I'm got enough for a one way trip with Kripa. I want you to go home, pack whatever you can get the fuck out of town before traffic becomes impossible. Go wherever you want, but stay out of cities unless you are going expressedly to help!"

Without further ado, they bade each other farewell. Darmin gesticulated with his fingers wildly. Then a blue portal opened and both beings stepped through. That was the last Chuck saw of his mentors.

Chuck had tried to call his mom and his sister many times. First the calls were left unanswered. Then they went to voicemail. Finally, they didn't even connect. Chuck was a long way from Nashville. Gingerly, he reached down beneath the dash to an old CB radio. He reached down and cranked the amplifier to 200 watts, then flipped it onto channel 19. Gingerly over the mic, he tapped 75 in morse, then S.O.S., followed by BK. He waited, not expecting a reply. Suddenly, he heard two messages over the radio "38, 87.5, 88, BK." Motherfucker, you're in Evansville now? I guess I'm going there first. I hope you're not fucking cooking down there.

Quickly, Chuck drove back to his apartment and was surprised to find it was still in tact. Garnering whatever he could, he managed to score some food and some extra containers full of water before he departed. Once he got to his vehicle without further issues, he set his eyes south to Evansville, Indiana, to look for his brother.



The highways were chaos. Everybody lost somebody and nobody seemed to have any patience. Pulling off to the side of the road, his phone was offline, but the maps app still seemed to work. There must've been a cached copy of the surrounding area. He had just drove to Nashville for Thanks Giving. Maybe he would catch a lucky break.

Pulling up the app, he changed some settings to avoid highways. What backroads can I take?. Finding an older highway, he charted a course going through Danville, then VIA IN-32 to US-75S, US-40W, then a few more twists and turns, then it's a straight shot via US-41 S to Evansville.

The van is old but it will run for the next three days if it doesn't overheat.... Writing the course information down on a piece of paper, Chuck gingerly turns on the van and see if the onboard navigation system works better than the one on his phone. Other than complaining about not being able to recieve updates, it seems to work okay.. The drive towards Evansville was mostly congested, but surprisingly enough, people minded their business most of the way.

Pulling into an open look that looks thoroughly devoid of people, he scans the shops. To his left is an old medical center. It provides X Rays and Lab work. To his right, a comic book store, a japanese restaurant that suffered a fire and a small corner asian super market that has seen better days. Not a car in sight, Chuck turns on his CB radio again. Tapping away on the mike, he managed 'CP 38,87. 88. ADRS'. Not 30 seconds after he clicked off his mike, the speaker cracks to life. ' 988, 580. 88.'. Aight!.

Knowing his brother, those were minor numbers to append to the gps major numbers. It's now almost noon. Fires are coming up over the horizon. The local airport has a few blacked out windows. The runway is in rough shape. It will most likely need to be resurfaced before it can be used again.

Let's get on with it..

The drive into the city was slow. Abandoned cars everywhere, people jumping into the street waving for help, authorities nowhere to be seen. This disaster seems more and more widespread and less and less regional. Phones are still not connecting, much of the communication infrastructure is still down. Chuck puts asides his worry and makes as much haste as possible to the destination. Finally, pulling up to the destination, he sees an old apartment building to his left and a car repair shop that had already been broken into. Unwilling to get out of his car, he scans the streets. People are already gathering. Some of them look desperate. This was already a blighted neighborhood before the disaster, no doubt people are more than willing to do whatever it takes to survive.

Not stopping, he parks behind the apartment building, out of sight and possibly out of mind. He reaches for the radio when he hears a knock on the window. Turning to his side, he sees his brother approaching from behind of the car, flanked by a few of his new friends coming up towards the wind shield. They seemed armed.

Well maybe they are just being careful.

Getting out of his car, he reaches for an embrace for his brother only to feel the muzzle of a pistol on the side of his ribs.

"Derek just what the fuck are you doing? I drove three hours through all of this to get you."

"See, you left me in prison. I just got out. Now I got to make some new friends. Just give me the keys. You're my brother so I'm gonna let you walk away from this."

Chuck could feel the blood leaving his face. He heaves his brother and drops him onto the ground. Infuriated, Derek fires two shots into Chuck while Chuck reaches for the gun. Holding his arms forward to reach for the gun. One bullet grazed his right cheek and the other grazing his shoulder. Hearing the bullets wiz past him, Chuck feels nothing. Adrenaline kicking in, he grabs the piece by the slide and manages to point the gun downward.

At this point, Derek's cohorts have clearly ran out of patience. One reaches under his coat and produces a shotgun. The other reaches for an automatic. Aiming at both Derek and Chuck, they both open fire. Chuck sees this and instinctively jumps in front of the muzzle to shield Derek. Derek sees what is happening, stops struggling, picks himself up and turns to run.

The shotgun blast hits Chuck first in the back. He felt the bludgeoning force slightly, but he didn't feel too adversely affected. Instead the wind shield, the front of the car and side panels of his mini van were dented with little pellets. He shot me with bird shot. What a moron..

Owww! cried out one of the gang bangers. Chuck turns around and realizes he is covered in a tight field, tinted with a light blue hue. The shotgun blast ricocheted much of its payload off the field. Their faces bleeding, they hunched over. The gang banger with the pistol started shooting wildly. Some of those shots hit Chuck's car, some of them hit him and bounced off the blue field. Chuck didn't linger. Getting in his car, he drove down the back alley and onto the street. Derek was nowhere to be found and Chuck didn't stop to look.

Antifreeze was steaming out of the hood and Chuck could smell lubricant burning. Driving as far as he could, he opted not to take the side roads and just drive back to Indianapolis and try his luck there. The vehicle finally came to its knees around Bloomington. For what would be an hour drive would turn into a 50 mile hike with just a bit of food and water. He spent the better part of that day following highways, until the looting of vehicles occurred. Getting off the highway and into the country side, he pulls off the road. Gathering his supplies, he even keeps the pistol he ripped off his brother.

25 years of being your brother, and this is what I get...

There are no lights on many stretches of highway. Hiking into Bloomington, the local town was dead. School was out, so the students were gone. The campus was thoroughly vacated. He tried his luck at a few buildin, eventually finding one where the door had been torn from the hinges. Camping there for the night, he found a class room in the top floor near a stair well. He had about 2000 calories left in his back pack and some water. None of the water fountains worked, but the local bathroom miraculously still had running water going to the tap. He filled up, took off his shoes and slumped on the floor.

He awoke to a blue pulsating glow lighting up the night sky. (MORE ON THIS)

Last edited by CC_Dunscon on Tue Mar 19, 2024 8:03 am, edited 16 times in total.
Chuckles' Sheet
PPE: 34
HP: 28
SDC: 63
Charm/Impress: 30%
Trust/Intimidate: 75%
User avatar
CC_Dunscon
Posts: 13
Joined: Sun Mar 10, 2024 11:35 am

Charles Constantine Dunscon (Chaos Wizard) Stats Worksheet

Post by CC_Dunscon »

Age Range: 1d100: [99] = 99
Age: 25+ 1d10: [4] = 4 = 30

Psionics: 1d100: [77] = 77 NO PSIONICS


Early Teens Stats, SDC, Hitpoints:
IQ: 3d6-L: [6, 2, 4]-L = 10 +2
ME: 3d6-L: [4, 1, 6]-L = 10
MA: 3d6-L: [3, 6, 5]-L = 11
PS: 2d6-L: [6, 3]-L = 6 +4
PP: 3d6-L: [3, 2, 4]-L = 7
PE: 3d6-L: [1, 2, 6]-L = 8
PB: 3d6-L: [4, 2, 4]-L = 8
SPD: 4d6-L+6: [2, 4, 6, 1]-L+6 = 18

Hitpoints: 2d6+3: [3, 6]+3 = 12 + 1d6
SDC: 2d6+4: [6, 5]+4 = 15

Late Teen Stat, SDC, Hitpoint Bonuses:
IQ: +2
ME: +2
MA: +1
PS: +4
PP: +1
PE: +2
PB: +4
SPD: + 2d4-L: [4, 2]-L = 4

Young Adult Stat, SDC, Hitpoint, bonuses:
IQ: 2d4-L: [1, 4]-L = 4
ME: 2d6-L: [4, 4]-L = 4
MA: 2d6-L: [5, 5]-L = 5
PS: 2d6-L: [6, 4]-L = 6
PP: 2d6-L: [3, 2]-L = 3
PE: 2d6-L: [5, 2]-L = 5
PB: 2d6-L: [4, 4]-L = 4

Hitpoints Bonus: 1d6: [5] = 5
SDC Bonus: +8

Adult Stat, Hitpoint, SDC Bonuses:
Hitpoint Bonus: 1d6: [2] = 2 + 3 (See corrections inline in subsequent post)
SDC Bonus: 2d6: [1, 2] = 3 + 6 (Athletic)
PP Bonus: (+1 for athletic)
SPD Bonus: 2d6-L+6: [6, 6]-L+6 = 12 (Athletic) (wait, that's not +6. -6 instead)
Starting PPE: 3d6+8: [5, 5, 5]+8 = 23
Ley Line PPE: 15 points /lvl

Grouping:
IQ: 6,4,4 + 2 +2 = 18
ME: 6,4,4 +2 = 16
MA: 6,5,5 (explodes) +1 + 1d6: [5] = 5 (explodes again) + 1d6: [6] = 6 = 28
PS: 6,6,4 (explodes) + 4 + 1d6: [6] = 6 (explodes again) 1d6: [2] = 2 = 26
PP: 4,3,3 + 1 = 11
PE: 2,6,5 + 2 = 15
PB: 4,4,4 + 4 = 16
SPD: 2,4,6 + 4 + 6 = 22


Hitpoints: 12 + 5 + 2 + 3 = 22
SDC: 15 + 8 + 3 + 6 = 32
Last edited by CC_Dunscon on Wed Mar 13, 2024 8:20 pm, edited 6 times in total.
Chuckles' Sheet
PPE: 34
HP: 28
SDC: 63
Charm/Impress: 30%
Trust/Intimidate: 75%
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CC_Dunscon
Posts: 13
Joined: Sun Mar 10, 2024 11:35 am

Levelling Sheet

Post by CC_Dunscon »


Gymnastics: (+2 PS, +2 to PE. +1 to PP, +2d6 SDC)
Wrestling: (+1 to roll with punch/fall, +2 to PS, +1 to PE, +4d6 SDC)
Running (lvl1) (PE + 1, 4d4 to spd, 1d6 to sdc)
Body Building/Weight Lifting (lvl4) (PS +2, 10 to sdc)

Total: PS +6, PE +4, PP +1, SDC 7d6+10: [2, 5, 4, 4, 3, 2, 1]+10 = 31 , SPD 4d4: [4, 1, 2, 3] = 10



Spell Learning 1d4: [4] = 4
Demon Strength
Cat Drop (4)
Chillin
Dust Blast (4)
PPE: 1d6+1: [1]+1 = 2
Hitpoints: 1d6: [1] = 1



Spell Learning 1d4: [4] = 4
Fast Fist
Fly like Superman
Ghost
Hide
PPE: 1d6+1: [6]+1 = 7
Hitpoints: 1d6: [4] = 4



Spell Learning 1d4: [1] = 1
Home Free
PPE: 1d6+1: [1]+1 = 2
Hitpoints: 1d6: [1] = 1



Extra d6 for HP 1d6: [3] = 3
Last edited by CC_Dunscon on Wed Mar 13, 2024 8:17 pm, edited 2 times in total.
Chuckles' Sheet
PPE: 34
HP: 28
SDC: 63
Charm/Impress: 30%
Trust/Intimidate: 75%
User avatar
CC_Dunscon
Posts: 13
Joined: Sun Mar 10, 2024 11:35 am

XP Table (Use Mystic according to FAQ)

Post by CC_Dunscon »

Use Rifts Mystic Table According to FAQ

1: 0,000–2,050
2: 2,051–4,100
3: 4,101–8,250
4: 8,251–16,500
5: 16,501–24,600
6: 24,601–34,700
7: 34,701–49,800
8: 49,801–69,900
9: 69,901–95,000
10: 95,001–130,100
11: 130,101–180,200
12: 180,201–230,300
13: 230,301–280,400
14: 280,401–340,501
15: 340,501–400,000
Chuckles' Sheet
PPE: 34
HP: 28
SDC: 63
Charm/Impress: 30%
Trust/Intimidate: 75%
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