Character Sheet
Thro’k
Rank: Seasoned
Advances Left: 0
Race: Orc
Iconic Framework: Psi-Druid
Attributes: Agility d10 (3), Smarts d8 (1), Spirit d8 (1), Strength d10 (2), Vigor d8 (2)
Pace: 6;
Parry: 8 w/pike;
Toughness: 12(4);
Strain: 0
Skills:
- Athletics (Str) d8 (2)
- Common Knowledge d8 (2)
- Fighting d10 (4)
- Healing d6
- Notice d8 (2)
- Persuasion d4 (0)
- Psionics d10 (0) F&G
- Occult d8 (1) F&G
- Shooting d6 (2)
- Stealth d8 (2)
- Survival d10 (0) F&G
Hindrances
- Shamed (Major): He was a raider, until the atrocities he’d helped commit became too much to live with. He abandoned his former life to instead protect the wilds.
- Illiterate (Minor): Not much use for book-learnin.
- Wanted (Minor): Deserters are not looked upon fondly.
Edges
- Brawny (Orc)
- Brute (Orc)
- Arcane Background (Psionics)
- Beast Master (Psi-Druid)
- Healer (Psi-Druid)
- Woodsman (Psi-Druid)
- Strong Willed (F&G)
- Trademark Weapon (Psi-Pike) (HJ)
Racial Characteristics
- Bite: Orcs have canine-like teeth that cause Str+d4 damage and can be used on a Bound or Entangled foe.
- Brawny Brutes: Orcs are burly and built for physical power—begin with the Brawny and Brute Edges.
- Disagreeable D-Bee: Orcs are infamous throughout the Megaverse®. Due to their violent appearance and history, orcs suffer a −4 penalty on Persuasion checks when dealing with human supremacists plus most elves and dwarves. With more tolerant or unfamiliar groups, their reputation for destruction and mayhem incurs only a −2 Persuasion penalty. Their brutish mannerisms are offputting to comrades as well, earning a −1 to Persuasion checks made amongst allies...and even other orcs!
- Instinct Over Intellect: Orcs act on their instincts, intellectual pursuits are not common for them. They suffer a −1 penalty to all Smarts rolls, but not Smarts linked skills.
- Low Light Vision: Orcs ignore Illumination penalties for Dim and Dark lighting.
- Near-Human Physiology: Those unfamiliar with orcish physiology suffer only a –1 penalty to Healing skill rolls and cybernetics checks.
- Physical Strength: Orcs start with a d6 Strength, which increases Trait maximum accordingly.
Powers
Arcane Background: Psionics
ISP: 20-
Recovery: 5/hour of rest
Powers: detect/conceal arcana, healing, entangle (auto-raise from HJ), protection, elemental manipulation
Background
He worked as a blade for hire, until he tired of committing atrocities in the name of others and sought solitude in nature.
Gear
Standard Starting Gear
TW Adventure Armor
Psi-Pike (traded two rolls via Rich)
Credits: +15,000 from Rich
Contacts
Advances
Please list all Edges and Advances taken for your character here
Iconic Framework
- Begin with Psionics d6 Arcane Background (Psionics), 10 ISP, as well as detect/conceal arcana, healing, and three other powers chosen from the Mystic's Miracles or Psionics lists. In the Psi- Druid's case, all powers are psionic and use ISP.
- Begin with the Beast Master, Healer, and Woodsman Edges.
- Begin with Healing d6 and Survival d6
- Begin with standard Starting Gear substituting Adventure Survival Light Armor.
Advances
- Initial Advances: (From Hindrances): Raise Attribute x2
- Novice 1 Advance: Raise Attribute
- Novice 2 Advance: Power Points
- Novice 3 Advance: Rich
- Seasoned 1 Advance: Raise Attribute
- Seasoned 2 Advance: Major Psionic
- Seasoned 3 Advance:
- Seasoned 4 Advance:
- Veteran 1 Advance:
- Veteran 2 Advance:
- Veteran 3 Advance:
- Veteran 4 Advance:
- Heroic 1 Advance:
- Heroic 2 Advance:
- Heroic 3 Advance:
- Heroic 4 Advance:
- Legendary 1 Advance:
- Legendary 2 Advance:
- Legendary 3 Advance:
- Legendary 4 Advance: