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Character Name: Calvin Wallace
Alias: Sun WuFan
Race: Demi God Golden Haired Chimpanzee
O.C.C.: Mystic Knight, Order of the White Rose. MadHaven, P. 27
Alignment: Scrupulous
XP Level: 5
XP Points: 24,021 (Updated 6/1/2024 by Dawg)
Next Level @ XP: 28,300
Sentiments/Non-Humans: Virtue makes the individal
Sentiments/Coalition: These people were raised poorly.
Disposition: Easy going, laid back. Has a strong moral compass but understands how to read a room.
Insanity: None.
ATTRIBUTES
I.Q.: 17
M.E.: 16
M.A.: 19
P.S.: 31 (SN)
P.P.: 21
P.E.: 22 (SN)
P.B.: 22
Speed: 79 (Approx. 45 MPH or 72 KM/H)
MGP Buys for stats
PHYSICAL DATAP.P.E.: 146 (+2d6 /lvl)
I.S.P.: 57 (+1d6+1 /lvl)
M.D.C.: 236 (+2d6 /lvl)
Age: 19
Sex: M
Height: 5 feet 4 to 5 feet 9, depending on how he stands
Weight: 200lbs
Description: Golden Haired Chimp that is often half crouched when standing on two feet. He is easy going in disposition, not a show off and is thoroughly aware of the responsibilities of his privilege.
Natural Abilities
Perception: 58% see rules here
Charm/Impress: 60%
Invoke Trust/Intimidate: 55%
Max. Encumbrance: 240lbs
Max. Carrying Weight: 1550 pounds/540kg
Max. Lifting Weight: 3100 pounds/1080kg for 21 minutes.
Max. Jumping Ability: 46.5 feet in length, 23.25 feet in height
Max Depth in Option: 2000 feet.
Special Abilities
Demi God Specific:
Order of WR Mystic Knight Specific:
Ley Line Walker Abilities:
PsionicsMaster Psionic
(Demigod Ability 9) Has all Healing Psionics and five Super Psionics.
Bio Regeneration (6)
Call to Life (8)
Deaden Pain (4)
Detect Psionics (6)
Exorcism (10)
Healing Touch (6)
Increased Healing (10)
Induce Sleep (4)
Meditation (0)
Medidation, Advanced (0)
Psychic Diagnosis (4)
Psychic Purification (8)
Psychic Surgery (14)
Psychic Tether/Life Line (4)
Resist Fatigue (4)
Restore P.P.E. (4)
Share Pain and Suffering: (4)
Stop Bleeding (2 for self, 4 for others)
Suppress Fear (8)
Transfer Hit Points (2)
Transfer ISP (4)
Bio Manip (10)
Psionic Invisibility (10) Line of sight, 100 foot radius, victims -2 to save.
Telekinesis, Super (10) (+10 ISP per additional 100 lbs), +3 to strike, +4 to parry, 100ft/lvl, 2min/lvl, 1d4*10 sdc per 100lbs. MD damage when hurled object is over 100lbs, 1d4 MD/per 100 lbs.
Telekinetic ForceField (30), Self or 40 feet/lvl. 10min/lvl. Can parry energy and projectile attacks. -6 to dodge. 25 md/lvl. As large as 10ft diameter/lvl
Electrokinesis.
(Order of WR)
Sixth Sense (2) 90ft, +6 to init, +2 to parry, +3 to dodge, cannot be surprised by sneak attack.
See The Invisible (4)
Resist Fatigue (4) Self, 1hr + 20min/lvl
Mind Block (4) 10min/lvl, +1 to save vs psionics/mental attacks
Presence Sense (4)
Alter Aura (2) 1hr/lvl
See Aura (6) 60 ft, 2 melees
Sense Evil (2) 140 feet, 2 min/lvl
Night Vision (4) 600 feet, 10 min/lvl
Enhanced Perception (10) Self, 5min/lvl, +15% to Perception, +1 to strike, +2 to parry and dodge, and a +10% to any skill that relies on any of the basic senses, e.g. Intelligence, Tracking, Physical Skills (juggling/prowl/etc)
Enhanced Reflexes (10) Self, 2min/lvl, +1 attack, +3 to init, + 2 to parry and dodge, +2 to PP, +15% to any skill that requires on coordination or balance,
Pyrokinesis:
Spell Knowledge
Spell Strength: 12
(Can pick two spells per lvl between spell lvls 1-6)
Magic Shield (6): 2min/lvl, 60 MDC Shield, +1 to parry. Takes quarter damage from all attacks.
Armor of Ithan (10): 1min/lvl, Self/Touch, 10 mdc/lvl
Tongues (12): 3min/lvl, touch, speed and understand all spoken languages
Energize Spell (12): Pump additional PPE into an active spell to extend duration.
Fists of Fury (10): Punch with megadamage. (Talk to gm if I can change that)
Power Weapon (35): Turn SDC melee weapon to do MD. Increase MD melee weapons by 25%
Chameleon (6): 4.5 min/lvl, Self or touch, Blend into surroundings, nearly undetectable if not moving.
Shadow Meld (10): 2min/lvl +15% to prowl in darkness or 60%, -5 to strike caster.
Call Lightning (15): Range 300ft, 1D6/lvl
Teleport Lesser (15): 5 miles/lvl, Req 30 seconds, 50kg weight limit, 80%+2%/lvl
Cure Illness (15): Cure ordinary disease and illness cause by bacteria. Cannot cure magically induced sicknesses/disorders.
Carpet of Adhesion (10): 10ml/lvl, Range 30 ft + 10ft/lvl, Create 3x6m carpet of sticky.
Superhuman Agility (15): 30secs or 2 melees / lvl. 88% walk on a tightrope, can fight/leap/dodge on narrow beams, tightropes, ledges, not afraid of heights. +1 to init, +1 to parry, +5 to dodge, +5 to roll with impact, Autododge +5, Auto roll with impact, +20% to climb/rappell.
Invisibility to Sensors (16): 2min/lvl, Self or Touch, Invisible to high tech sensors, e.g. radar/sonar/thermal/nightvision/motion sensors. Save only if an organic intelligent life form is viewing the caster through high tech device, otherwise no save. If successful save, soldier can see the image via natural vision even though the mage doesn't register on the goggles themselves.
Swim as a Fish Superior (12): 10 min/lvl, self/touch, swim expertly, base skill 98%, swim speed of 20, +2 to parry/dodge while in water. Max Depth is two miles.
Stealth Walk (10): 5 min/lvl, self/touch, magically suppress any sound made by the enchanted while moving. Masks sounds of breathing/footfall/climbing/equipment attached/rustling/clanking/clunk, including body armor/weapons/etc. Character moves silently and gets a +20% bonus to Prowl. Magic is negated if moving faster than half his spd attr.
Targetted Deflection (15): 1 melee/lvl, self, can target deflection to 500ft + 50/lvl, Can deflect energy blasts/magic energy back to attacker+others.
To return to source, parry with bonus of +3, +PP bonuses and +Targetting bonuses. Roll > 13 means it is sent back to src, 5 <= Roll <= 13 means deflect out of harms way, 1-4 means blast hits. To return to other targets, parry without any bonuses and needs a +16 to strike. Mage can parry/deflect projectiles harmlessly away as deflect spell, including bullets, arrows, rail guns, tire balls.
O.C.C. Skills
Language: American (Native Tongue) -- 117% (+1%)
Language: Chinese -- 85% (+3%)
Language: Dragonese -- 85% (+3%)
Literacy American (Native) -- 83% (+5%)
Horsemanship: Equestrian Knight -- 63%/53% (+5%)
Horsemanship: Exotic Animal -- 73%/63% (+5%)
Lore: Demon Monsters -- 63% (+5%)
Lore: Magic
--General Knowledge -- 63% (+5%)
--Recog. Magic Circles, Runes, etc -- 53% (+5%)
--Recognize Enchantment -- 43% (+4%)
Boxing
Forced March
Running
Swimming -- 83% (+5%)
Land Navigation -- 64% (+4%)
Detect Ambush -- 63% (+5%)
Tracking (Human) -- 58% (+5%)
O.C.C. Related Skills
Prowl -- 58% (+5%)
Paramedic -- 68% (+5%)
Demolitions -- 75% (+3%)
Demolitions Disposal -- 75% (+3%)
Field Armorer & Munitions Expert -- 63% (+5%)
- Basic Mechanics -- 58% (+5%)
Gymnastics (+5%)
--Work Parallel Bars -- 75%+3%
--Back Flip -- 81%+2%
--Climb Rope/Rappel 71% (+2%)
Acrobatics (LVL2)
--Sense of Balance -- 65% (+3%)
--Walk Tightrope or High Wire -- 75% (+3%)
Wrestling(EP) (LVL2)
Secondary Skills
- People Skills
Appraise Goods: 34% (+5%) (LVL1)(EP)
Barter: 41% (+4%) (LVL1)(EP)
- Physical Skills
Athletics (General)
Climb: 73% (+5%) 5,5
-- Rappelling: 63% (+5%)
Dance: 33% (+5%) (LVL1)(EP)
Weight Lifting (EP) (LVL3)
Skiing: 43% (+5%) (LVL1)(EP)
Ice Skating: 38% (+5%) (LVL1)(EP)
- Piloting Skills
Pilot: Boats: Sail Types 63% (+5%) (RP Bonus; Approved by Consumer 3/27/24)
- Technical and Comm Skills
Basic Mathematics: 45% (+5%) (LVL1)(EP)
Computer Operation 63% (+5%)
Lore: Psychics/Psionics 33% (+5%) (LVL2) (EP)
Lore: D-Bees 33% (+5%) (LVL2) (EP)
Radio Basic: 68% (+5%)
Research 59% (+5%) (LVL3)
- Wilderness Skills
Identify Plants & Fruit 38% (+5%) (LVL2) (EP)
Wilderness Survival 43% (+5%) (LVL2) (EP)
Skills (Generally Unavailable)
Holistic Medicine 43%/33% (+5%) (LVL2) (EP)
Medical Doctor 73%/63% (+5%) (LVL2) (EP)
Combat Data
HTH Type: Martial Arts
Number of Attacks: 7
Initiative Bonus: +5 (+1 on init at lvls 1,3,5,7,9,11,15)
Strike Bonus: +6
Parry Bonus: +9
Dodge Bonus: +9
HTH Damage Bonus: 5d6 SDC on a restrained punch. 4d6 on a full strength punch. 1d4*10 on a power punch.
Bonus to Roll w/Punch/Impact: +9
Bonus to Pull a Punch: +6 (+1 to pull punch at 2,4,6,8,10,12,14)
Bonus to Disarm: +2
Bonus to Entangle: +2
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. Sword -- +2 to strike, +2 to Parry, +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.
W.P. Shield -- +1 to strike, +2 to parry - +1 to Parry at levels 1, 3, 7, 10, and 13. +1 to strike with shield at levels 4, 8, and 12. Cannot be thrown.
W.P. Targeting -- +2 to strike - +1 to strike at levels, 1, 3, 7, and 10.
W.P. Energy Rifle -- +2 to strike - +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
W.P. Heavy M.D. Weapons -- +2 to strike - +1 to Strike at levels 2, 4, 7, 10, and 13.
Saving Throw Bonuses
Coma/Death: 53%
Magic (varies): +9
Lethal Poison (14+): +8
Non-Lethal Poison (16+): +8
Insanity (12+): +1
Psionics (varies): (10) +2
Horror Factor (varies): +6