WELL OF THE WORLDS

VILGERTHR
Campaign End

Val	Char	Cost	Roll	Notes
10	STR	0	11-	Lift 100 kg; 2d6 HTH Damage [2]
13	DEX	6	12-
13	CON	3	12-
16	INT	6	12-	PER Roll 12-/13-
10	EGO	0	11-
13	PRE	3	12-	PRE Attack:  2 ½d6

4	OCV	5	
4	DCV	5	
3	OMCV	0	
3	DMCV	0	
3	SPD	10		Phases:  4, 8, 12

4+12	PD	2		Total:  4/16 PD (0/12 rPD)
4+12	ED	2		Total:  4/16 ED (0/12 rED)
4	REC	0
26	END	2
8	BODY	-2
20	STUN	0		Total Characteristic Cost:  42

Movement:	Running:	12m/24m 
		Leaping:	8m/16m
		Swimming:	4m/8m

Cost	Powers and Skills
2	Strong Legs:  Leaping +4m (8m forward, 4m upward), END 1
1	Sharp Ears:  +1 PER with Normal Hearing
5	Tail:  Extra Limb (1), Inherent (+¼); Limited Manipulation (-¼)
7	Two Bodies, One Mind:  Mind Link , Human class of minds, Marcus Dreamseed Anderson, No LOS Needed, 
	Psychic Bond; Only When Engaged In Kit-Bashing (-2)

	Talents
3	+1/+1d6 Striking Appearance (vs. all characters)

	Skills
0	Acting 8-
2	CK: Village Of Fyrkat 11-
3	Climbing 12-
0	Concealment 8-
0	CuK: Fyrkat Culture and Society 11-
0	Deduction 8-
3	Electronics 12-
1	Inventor 8-
2	KS: Fyrkat Myths And Legends 11-
0	KS: General Knowledge 11-
3	KS: Medicinal Herbs And Their Uses 12-
0	Language:  native for region (idiomatic)
3	Mechanics 12-
3	Mimicry 12-
3	PS: Healer 12-
0	PS: Perform Basic Chores And Menial Tasks 11-
3	Paramedics 12-
0	Persuasion 8-
1	SS:  General Science Theory 8-
0	Shadowing 8-
3	Stealth 12-
2	Survival (Temperate/Subtropical) 12-
0	TF:  Equines
6	WF:  Beam Weapons, Energy Weapons, Blades, Vehicle Weapons (gunship CRIW)
1	Weaponsmith (Energy Weapons) 8-

Total Powers & Skills Cost:  58
Total Character Cost:  99

175+	Matching Complications (50)
0	Physical Complication:  Human Size
15	Psychological Complication:  In Love With Marcus (Common; Strong)

Total Complications Value:  50
Experience Points:  0

EQUIPMENT CARRIED

Coherent Radiation Electron Weapon/Pistol (CREW/P): Multipower, 30-point reserve, 16 Boostable Charges (+¼); all slots Required Hands One-Handed (-0); all slots OAF (-1), STR Minimum 4 (-¼), Real Weapon (-¼), Beam (-¼)
1) Standard Setting: Blast 6d6; OAF (-1), Does Not Work In Vacuum, In Water, In Magnetic Fields, Or Against Targets Encased In Metal (-¾), STR Minimum 4 (-¼), Real Weapon (-¼), Beam (-¼)
2) Stun Setting: Blast 3d6, Attack Versus Alternate Defense (being in vacuum, water, magnetic field, or a metal casing, or having ED Resistant Protection defined as a force-field or the like; All Or Nothing; +1); OAF (-1), STR Minimum 4 (-¼), Real Weapon (-¼), Beam (-¼)

Laser Pilot Beam: +1 with OCV; OAF (-1)

Fighting Blade: HKA 1d6+1, Reduced Endurance (0 END; +½); OAF (-1), STR Minimum 12 (-½), Real Weapon (-¼), Required Hands One-Handed (-0) plus Reach 1m

Bio-Plastic Combat Armor: Resistant Protection (12 PD/12 ED); OIF (-½), Real Armor (-¼), Requires A Roll (12- roll; -¼)


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