YIM Handle: uncle_servo
Hangouts Handle: uncle.servo
Eric's EP Ledger Entry
Character Name: Etaronn Blue-Light
Alias: Little Rufus (nickname from when he first arrived in Houndstooth), Rufus
Race: Kankoran
O.C.C.: Ley Line Walker
Alignment: Scrupulous
XP Level: 7
XP Points: 39,426 (Updated 10/2/2020 by GD)
Next Level @ XP: 50,921
XP Table
Sentiments/Non-Humans: Hates demons and evil supernatural beings, but otherwise will accept just about anybody who proves himself.Sentiments/Coalition: Suspicious and fearful of the CS. Sees them as a nation of misguided zealots who hate, fear and destroy what they fear and don’t understand. Wishes that would change.
Disposition: Cocky, self-assured and more than a bit of a smart alec. Seems to take very few things seriously and never goes very long without some sort of wisecrack. He means well however and isn’t so bad once you get to know him. Has a soft spot for children of any race.
Insanity: Dual Obsessions: Magic/Magic Items and High Technology. Loves to acquire new spells as well as acquire/use magic and technological items.
ATTRIBUTES
I.Q.: 16 (+2% to all skills)
M.E.: 18 (+2 vs psi/insanity)
M.A.: 13
P.S.: 18 (+3 S.D.C. to hand to hand combat damage)
P.P.: 19 (+2 to strike, parry and dodge)
P.E.: 18 (+6% vs coma/death; +2 vs magic/poison)
P.B.: 18 (40% charm/impress)
Speed: 12
PHYSICAL DATA
P.P.E.: 255
H.P.: 45
S.D.C.: 55
Age: 15
Sex: Male
Height: approximately 4’6”
Weight: approximately 140 lbs.
Description: Rufus is a small canine humanoid covered in red fur and hazel eyes. Likes to dress in loose-fitting earth color clothes (browns, greens, blues, etc.) and a mottled green/brown hooded cloak.
Racial Abilities
- Nightvision (40’/12.2 m)
- Excellent color (day) vision, a bit better than human 20/20 vision
- Keen sense of smell
- 60% to track blood scent up to 1,000’/305 m away
- 73% to recognize common/known smells
- 50% to recognize the scent of others up to 50’/15.2 m away
- Keen hearing
- Horror Factor: 12, at least when they are seen in combat or when angry or threatening.
Perception: 80% (increases when on a ley line)
Charm/Impress: 40%
Invoke Trust/Intimidate: 25%
Max. Encumbrance: 42 lbs.
Max. Carrying Weight: 180 lbs.
Max. Lifting Weight: 360 lbs. (can hold it up for 51 seconds)
Max. Jumping Ability: 9’ across and 4.5’ high
Special Abilities
- Sense Ley Line and Magic Energy: can see and feel the presence of magic, providing all of the following sensing abilities as automatic powers which do not require the expenditure of PPE.
Full Text
- Sense Ley Line: 70 miles (112.7 km). Can follow the feeling to the location of the ley line. 67%
- Sense Ley Line Nexus: Can follow ley line to as many nexus points as it may have. 77%
- Sense a Rift: Anywhere within 110 miles (177 km) of him.
- Sense Magic in Use: Up to 700’ (213.4 m) away.
- See Magic Energy. Range: 1,000' (305 m)
- Read Ley Lines.
- Ley Line Transmission.
- Ley Line Phasing.
- Ley Line Walking or Drifting.
- Ley Line Rejuvenation.
- Ley Line Observation Ball.
- Stats: 7 MDC | 3,500’ (1,066.8 m) range | Speed up to 30mph/48 km | +3 dodge.
- Affinity with Rift and Ley Line Magic.
- Ley Line Phantom (20 PPE)
- Ley Line Storm Defense (90 PPE)
- Ley Line Tendril Bolts (13 or 26 PPE)
- Ley Line Time Flux (40 PPE)
- Rift Teleportation (200 PPE)
- Ley Line Transmission (30 PPE)
- Rift to Limbo (160 PPE)
- Ley Line Force Field.
- Stats: 34 MDC | 10 PPE initially | Unlimited duration on the ley line
- Initial Spell Knowledge.
- Learning New Spells.
- P.P.E.
Spell Strength: +2
Level One
- Cloud of Smoke (2)
- Globe of Daylight (2)
- Lantern Light (1)
- See Aura (6)
- Chameleon (6)
- Cleanse (6)
- Manipulate Objects (2+)
- Armor of Ithan (10)
- Breathe Without Air (5)
- Float in Air (5)
- Invisibility: Simple (6)
- Magic Shield (6)
- Carpet of Adhesion (10)
- Magic Net (7)
- Fire Bolt (7)
- Eyes of Thoth (8)
- Heal Wounds (10)
- Lifeblast (15)
- Mend the Broken (10+; varies -- see spell description)
- Superhuman Strength (10)
- Sustain
- Tongues (12)
- Sheltering Force (20)
- Dispel Magic Barriers (20)
- Fly as the Eagle (25)
- Heal Self (20)
- Stone to Flesh (30)
- Restore Limb (80)
O.C.C. Skills
Climbing 82/72% (+5%)
Hand to Hand: Expert
Land Navigation 70% (+4%)
Language: American 93% (+3%)
Language: Dragonese/Elven 93% (+3%) (using Welsh)
Language: Gobblely 98/112% (+3%) (using Turkish)
Language: Wolfen 98/112% (+3%) (using Slovenian)
Lore: D-Bee 72% (+5%)
Lore: Demons & Monsters 82% (+5%)
Lore: Faeries & Creatures of Magic 72% (+5%)
Lore: Magic
- General Knowledge: 77% (+5%)
- Recog. Magic Circles, Runes, etc: 67% (+5%)
- Recognize Enchantment 58% (+4%)
Mathematics: Basic 92% (+5%)
Pilot Hovercycles, Skycycles & Rocket Bikes 98% (+3%)
Wilderness Survival 82% (+5%)
W.P. Knife
W.P. Paired Weapons
O.C.C. Related Skills
Artificial Intelligence 53% (+3%)
Astronomy & Navigation 77% (+5%)
Boxing
Computer Hacking 52% (+5%)
Computer Operation 87% (+5%)
Computer Programming 67% (+5%)
Intelligence 69% (+4%)
Mathematics: Advanced 77% (+5%)
Pilot Tanks & APCs 50% (+4%)
Mythology 62% (+5%)
Prowl 62% (+5%)
Sensory Equipment 69% (+5%)
Zoology 77% (+5%)
Secondary Skills
Barter 56% (+4%)
Basic Electronics 47% (+5%)
Basic Mechanics 47% (+5%)
Computer Repair 47% (+5%)
Electrical Engineer 47% (+5%)
Robot Electronics 47% (+5%)
Field Armorer & Munitions Expert 57% (+5%)
Go 47% (+5%)
Literacy: American 67% (+5%)
Literacy: Dragonese/Elven 67% (+5%)
Radio: Basic 82% (+5%)
Swimming 87% (+5%)
W.P. Energy Pistol
W.P. Handguns
Vehicle Armorer 47% (+5%)
Combat Data
HTH Type: Expert
Number of Attacks: 7
Initiative Bonus: +3
Strike Bonus: +4
Parry Bonus: +7
Dodge Bonus: +7
HTH Damage Bonus: +3 S.D.C.
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +5
Bonus to Disarm: +2
Other:
- Armor rating of 6 (only applicable to SDC combat)
- Backhand strike: 1d4 S.D.C.
- Punch/claw strike: 1D6 S.D.C.
- Karate Punch: 2D4 S.D.C.
- Kick attack: 1D8 S.D.C.
- Karate Kick attack: 2D6 S.D.C.
- Bite: 1D6 S.D.C. (no additional P.S. damage)
- Automatic KO on natural 20; does not have to be declared (boxing)
- Critical Strike on unmodified roll of 18, 19, or 20
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. Knife: +3 to strike, +3 to parry, +3 to strike when thrown
W.P. Energy Pistol: +3 to strike
W.P. Handguns: +3 to strike
Saving Throw Bonuses
Coma/Death: +6%
Magic: +4
Lethal Poison (14+): +2
Non-Lethal Poison (16+): +2
Insanity (12+): +2
Psionics (varies): +2
Other:
Horror Factor: +9
Curses: 11+
- +2 vs possession/mind control