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- Eist Bullough
- Mystic Knight
- Aberrant
- IQ 8
- ME 11
- MA 14
- PS 16
- PP 15
- PE 18
- PB 9
- Sp 40
- HP 25
- SDC 51
- PPE 72
- ISP 39
- Attacks per Melee: Six
- +4 on initiative
- +1 to strike (with Chain)
- +1 to strike (with Sword)
- +1 to strike (with shotgun)
- +0 to strike (with flamethrower)
- +1 to strike (with Energy Handgun)
- +0 to strike (with Energy Rifle)
- +3 to parry
- +3 to dodge
- +3 to disarm
- +2 to entangle
- +4 to pull punch
- +4 to roll with punch
- +1 to Damage (SDC)
- +11% to save vs. Coma/Death
- +2 to save vs. magic
- +4 to save vs. poison
- +2 to save vs. disease
- [Skill] Base %/lvl Total
- American (Literacy) X X 98
- Dragonese/Elven 70 3 70
- Horsemanship: Knight 70 3 70
- Horsemanship: Exotic 40 5 40
- Lore: Magic 35 5 35
- Lore: Demon & Monster 45 5 45
- Land Navigation 46 4 46
- Detect Ambush 40 5 40
- Interrogation 40 5 40
- Camouflage 35 5 35
- Demolitions 75 3 75
- Seduction 30 3 30
- Tailing 40 5 40
- Basic Math 60 5 60
- Hover Bike 70 3 70
- Jetpack 42 4 42
- Optic Systems 40 5 40
- Boxing
- Hand to Hand Expert
- WP Sword
- WP Energy (Handgun, Rifle)
- WP Quick Draw
- WP Chain
- WP (Shotgun, Flamethrower)
- Body Building
- Athletics
- [Spells]
- Invulnerability
- Sub-particle Acceleration
- Spinning Blades
- Magic Shield
- Armor of Ithan
- Aura of Death
- Tongues
- Energize Spell
- Fists of Fury
- Power Weapon
- See the Invisible
- Sixth Sense
- Resist Fatigue
- Mind Block
- Summon Inner Strength
- Ectoplasm
- Telepathy
- [Equipment]
- Standard Mystic Knight Body Armor 70 MDC
- Demon-Ram Helmet 50 MDC
- WI-NFT-1, Napalm-P Flame Thrower,
- Weight: 45 lbs.
- Mega damage: Plasma burst does 3d6 MD, a concentrated plasma burst (counts as two attacks) does 1d4x10+10 MD or the attacker can cover an area with plasma (up to 10 feet with each hand to hand attack, everyone in the area takes 2d6 MD
- Additionally, any target hit by the plasma will continue to take damage, 2d6 MD every melee round or 1d4 minutes. the only way to save oneself is roll in dirt or sand (water won't work) for one entire melee round until the plasma is rubbed off.
- Rate of Fire: single shot or concentrated burst only
- Effective Range: 500 feet
- Payload: a napalm tank holds 100 shots
- NG-11S "Sawed-Off"
- Weight: 3 lbs,
- Shotgun shell: 4d6 SDC or 8d6 for double barrel, solid slug 5d6 SDC, or 1d6x10 SDC (double blast)
- Explosive shell (fragmentary), 2d6 MD to a 10 foot radius, or 3d6 MD to a 20 foot radius
- Explosive shell (plasma) 3d6 MD to 6 foot, 5d6 to 12 foot double blast
- APRJ (Armor Piercing Ramjet Rounds), 3d6 per shot, or 6d6 for double blast MD. Payload is two shots.
- Explosive shells cost 150 credits a piece, APRJ rounds cost 200 credits a piece
- [Other]
- 1 Plasma Tank
- 50 12g Shells
- 6 Ramjets
- Set of Clothes
- Uniform
- Ceremonial Robes
- Utility Belt
- 2 Canteens
- Backpack
- Knapsack
- 3 Weeks of Rations
- Handcuffs
- 50ft Rope
- 3 Flares
- Flashlight
- Compass
- Pocket Knife
- $5000
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