« Last post by Nanshork on Today at 03:32:16 PM »
Your hammer won't help when you release it into the wild.
Right after I arrive an ambulance is on scene. ... There is blood literally running down his arm onto the floor. I point this out to him and his response is "Oh! Okay, thank you." And then he goes back to chatting to the tow motor driver.Well maybe he had already been seen by the crew but he was just too busy for them too?
Abilities: Str 60 (+25) [14b14e21s2a9d], Dex 14 (+2) [12b0s2a], Con 31 (+10) [14b3h10s4photon], Int 14 (+2) [14b], Wis 8 (-1) [8b], Cha 52 (+21) [16b3l14e4h4s4m7d]Saves
Saves: Fort +62 [4b10a21r2m1l14d10s], Relf +59 [9b2a21r2m1l14ds10], Will +60 [9b-1a21r2m1l2f14d2l10s]Concentration, also amending a 4m2c (aka +4 moral, +2 circumstance) note to it.
Skills (132pts, 4m2c): Bluff 15 (+40), Concentration 10 (+26) ...And Mecha Saves
Saves: Fort +66, Relf +63, Will +64
Attack: Vistburn +46 melee (1d10+33, +6d6 fire, +1d6 cold)
Full Attack: Vistburn +46/+41/+36 melee (1d10+33, +6d6 fire, +1d6 cold)
Spirit (84/encounter)ZERO's Spirit Regen entry doesn't need to change, the new base recovery makes up for Regen's loss.
1: Alert (r10, -8sp): next attack fails even if it don't need an attack roll.
2: Trust (s20, -20sp): target ally & mech heal +[lvl]d6.
3: Scan (s5, -5sp): learn ac/dr/spd/feat/name/weps, they have -2 ac/saves for 1rnd.
4: Guard (s30, -24sp): receive 1/4 damage for a round.
5: Fury (r35, -28sp): opponent cannot reduce damage of next attack.
6: Cloak (r80, -64sp): unless you attacked them, they cannot attack you.