YIM Handle: email@example.com
Character Name: Jack Killian
Alias: Jack of Hearts, Jack Of Diamonds, The Fireman, Red Knight
Race: Human - Master Psionic
Alignment: Unprincipled (leaning toward anarchist)
XP Level: 8
XP Points: 61990(Armstrong 16/02/2021)
Next Level @ XP:69,901
Sentiments/Non-Humans: They're just trying to scratch out a living in this harsh wasteland like the rest of us. If they want to kill others now that is a different story.
Sentiments/Tech-Cities: They need to lighten up concerning the rest of us. If they push us they better expect a bloody nose for their effort.
Sentiments/Outbackers: Good people, in a harsh environment, I give them a little help now and then. If you’re evil and hurt these good people expect the same for you.
Sentiments/Aboriginals: Just folk, making do with what life gave them. We can all learn about life in the Outback from them.
Disposition: An optimist, lets all get along and the world will be a better place
Insanity: Obsessive Compulsive about Safety/Security; Death Wish (feels unworthy of life after having caused the needless deaths of a dozen people in one of his fires)
I.Q.: 18 (updated 4-21-17)
M.E.: 18 (updated 4-21-17
M.A.: 14 +2 =16
P.S.: 23 4=27
P.P.: 16+2=18 (updated 8-21-16)
P.B.: 18 (updated 4-22-17)
I.S.P.: 98+10+23+10+10+10=196 (02/06/2020)
S.D.C.: 69 +9+10+2=90
Weight: 200 lbs.
Description: Shoulder length Red Hair, Blue green eyes, hefty, scruffy beard and moustache, tattoo of a Red Bellied Black Snake, mouth open curled around his right arm. Tiger Snake mouth open curled around his right arm.
Perception Bonus:64% (15 Base 18 for levels 5 bonus and 4 for IQ)+25
Charm/Impress: 40% (updated 8-21-17)
Invoke Trust/Intimidate: 30%
Max. Encumbrance: 66 lbs.
Max. Carrying Weight: 420 lbs..
Max. Lifting Weight: 840 lbs.
Max. Jumping Ability: 10.5' Horizontal/ 5' Vertical
Special Abilities (updated 02/07/2020)
Impervious to Fire and Heat:
• Absolutely immune to heat based attacks, M.D. or otherwise.
• M.D. Electricity does half damage, S.D.C. does nothing.
• Ability to psionically snuff out fire.
--Range: 100' +10'/Level Currently 170
--Radius of Effect: 200' /Level (Variable) Currently 1600'
--I.S.P. Cost: 4
Flame Burst (Self):
• Able to conjure a fiery aura, protecting himself and his belongings. (Combusts flammables that come into contact with the psychic)
--Duration: 2 minutes per level of experience
--S.D.C. Damage: 6d6 S.D.C. per strike to anyone or anything touched; 1d4 M.D. can also be inflicted within 1 mile of a nexus, 2d4 if directly on it. In addition, all combustibles ignite dealing the specified amount per round until extinguished.
--Mega-Damage: 1d6 M.D. can be inflicted with intense concentration; 2d6 M.D. on a ley line, 3d6 if on a nexus. This concentration costs an additional 8 I.S.P. and lasts only 1 melee per level; each attack requires a total of two melee actions/attacks.
--I.S.P. Cost: 4; an extra 2 to turn S.D.C. into M.D. on a nexus or lay line.
Flame Burst Body Protection (Special):
• The aura also provides limited M.D.C. protection at no additional cost.
--30 M.D.C +6/Level Currently 72
--Renews at a rate of 3d6 per melee
• A fiery energy bolt can be projected by the psychic
--Range: 200' +20'/Level Currently 340'
--Duration: Instant; 1 melee action/attack
--Strike Bonus: +4; line of sight
--Damage: Mini-bolt 2d6, medium bolt 4d6, or heavy bolt 6d6 S.D.C; Plasma bolt 2d6 M.D.
--I.S.P. Cost: 2 for an S.D.C bolt; 4 for M.D.
• The pyro is able to erupt fire in front of a person or area of choice (never directly on a person)
• Combustibles ignite and create their own fire in 1d4 melee rounds
• If rendered unconscious, all flames maintained by the psychic end; any flames created as a result of combustion, remain.
--Range: 100' +20'/Level Currently 240'; A specific target must be visible, while a location can be approximate. -25% accuracy to hit a target if the location is unknown and smaller than 20' in diameter.
--Duration: 10 minutes initially with an additional 10 minutes per 1 I.S.P spent; Concentration must be maintained, reducing all melee actions by half and rendering the psychic unable to perform attacks.
--Accuracy: 52% +4%/Additional level; a failed role indicates 2d6 yards/meters off target. Currently 80%
--S.D.C. Damage: Tiny flame 1d4, 3-6' 4d6, 6' + 1d4x10, 6 meters or larger 2d4x10 S.D.C. per contact or melee round
--Mega-Damage: Fire wall or pillar 2d6, 20' area 4d6, + 40' area 6d6 M.D. per contact or melee round; M.D. fire spreads 4x faster than S.D.C. flames.
--I.S.P. Cost: 10 for S.D.C flame, 20 for M.D.
--Size limitations: 20' +5'/Level Currently 50'
• The psychic can spend 1 melee round concentrating to sense the location and nature of a nearby fire; Direction, size, arson, duration, and location (inside or outside).
• Also grants the ability to "object read" burnt objects or ashes.
• Affinity enables the psychic to recognize fire elementals, fire-based demons, fire demon automatons, and fire/earth fusionists.
--Range: 800' +100 '/Level Currently 1500', to sense; examination of burnt debris requires physical contact.
--Duration: 15 seconds of concentration results in 4 minutes of psychic impression.
--I.S.P. Cost: 2
Super Fuel Flame:
• The pyro is able to feed an existing flame with psychic energy, increasing its size anywhere from twofold up to tenfold.
--Range: 100'/Level Currently 800'
--Area of Effect: 20 feet/Level 160'
--Damage: Proportional to the size of fire.
--I.S.P. Cost: 8
Psychic Body Field (Self; 30 I.S.P.)
Regeneration (Self; 6 I.S.P.)
Healing Touch (6 I.S.P.)
See Aura ( 6 I.S.P.)
Enhanced Perception (10 I.S.P., Rifter 25; +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)
Strength of Mind (10)
Psychic Diagnosis (4)
Psychic Purification (8)
Psychic Surgery (14)
Resist Magic (15) Rifter 25
Astral Projection (8)
Suppress Fear (8)
Telekinetic Force (10/50) Rifter 25
O.C.C. Skills (updated 02-08-18) Updated 06/09/2019 02/06/2020
Language: English/Australian 98%
Language: Aboriginal 99% (+3%)
Land Navigation 77% (+4%)
Mathematics: Basic 97% (+5%)
Automobile 87% (+2%)
Truck 81% (+4%)
Streetwise 61% (+4%)
W.P. Flame Thrower
O.C.C. Related Skills (Armstrong 08/02/2019) Updated 06/09/2019 02/06/2020
• Sense of Balance 74% (+3%)
• Work Parallel Bars & Rings 83% (+3%)
• Back Flip 87% (+2%)
• Basic Prowl 33%
• Basic Climb 28%
• Climb Rope/Rappel 79% (+2%)
Physical: Physical Labor
Skin & Prepare Animal Hides 73% (+5%)
Hover craft 89% (+4%)
Forced March (3rd level)
W.P. Shotgun (3rd level)
Sensory Equipment, 59% (+5%) (3rd level)
Basic Radio, 74% (+5%) (3rd level)
Weapon System, 64% (+5%) (3d level)
Surveillance, 53% (+5%)
Computer Operations, 63% (+5%)
Basic Electronics, 53% (+5%)
Hover Cycle 86% (+3%)
Secondary Skills (updated 6-14-16) Updated 06/09/2019, 02/06/2020
Leather Works 83% (+5%)
Identify Plants & Fruit 68% (+5%)
Wilderness: Wilderness Survival 73% (+5%)
Sewing 68% (+5%)
Literacy: English 93% (+2%) (2nd level)
Hunting (4th level)
Body Building (2nd level)
Running (2nd level)
HTH Type: Expert (updated 02-08-18) Updated 06/09/2019, 02/06/2020
Number of Attacks: 6
Initiative Bonus: +2
Strike Bonus: +4
Parry Bonus: +8
Dodge Bonus: +8
HTH Damage Bonus: + 6
Bonus to Roll w/Punch: +9
Bonus to Pull a Punch: +4
Kick Attack: 1d8
Karate Punch: 2D4
Karate kick: 2D6
Critical Strike 18, 19 and 20
WP Paired Weapons and Backhand Strike 1d4
Body Flip Throw: does 1d6 Damage and victim loses initiative and one attack
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. Archery +5 to Strike, +2 to Parry, +2 Disarm, 6 shots per melee
W.P. Flame Thrower +2 to Strike
W.P. Energy Rifle +4 to Strike
W.P. Target +3 to Strike, +2 to Parry; +2 to Throw
W.P. Sword +3 to Strike, +3 parry
W.P. Shotgun +2 Strike
Saving Throw Bonuses
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+): +2
Psionics (10+): +2
Horror Factor (Varies): +3