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Name | Tillerz without Numbers |
Class | Psychic |
Level | 13 |
Species | Human |
Gender | male |
Faction | The Outsiders |
Homeworld | Mars |
Background | Biotech Crew |
Training | Adventuring Psychic |
XP | 12 |
Special Ability | Psychic Powers |
HD |
9 +8
|
PRIME |
WIS, CON |
SKILL PTS/LVL |
2 |
STR |
DEX |
CON |
INT |
WIS |
CHA |
7 |
12 |
12 |
17 |
14 |
9 |
Modifier |
-1
|
0
|
0
|
+1
|
+1
|
0
|
Systen Strain |
Perm. |
HP MAX |
HP CURR |
0 |
5 |
3 |
3 |
Armor |
Armor AC |
Leather Jacket |
7 |
AB / Saving Throws |
AB |
PHYS |
MENT |
EVADE |
TECH |
LUCK |
4 |
9 |
8 |
11 |
12 |
10 |
Weapon |
AB |
Dmg |
Attr |
Range |
# |
Knife |
0 |
|
Str/Dex |
6/9 |
0 |
Qualities |
|
Metafocal Grenade |
0 |
2
|
Wis/Con |
10/30 |
3 |
Qualities |
|
Adrenal Suppression Pump
Eliminates emotion and improves initiative
Slowtime Window
Prevents surprise and speeds up the user’s cogitation
Twitchlock Actuators
Allows brief moments of hyper-precise accuracy
801
(owed: 50001)
RDY |
Gear |
ENC |
|
Stun Baton |
1 |
|
Backpack |
4 |
|
Netgun |
1 |
Skill |
Lvl |
artist | 1 |
athletics | 2 |
bureaucracy | 0 |
Skill |
Lvl |
business | -1 |
combat/energy wpns | -1 |
combat/gunnery | -1 |
combat/prim weapons | -1 |
combat/proj weapons | -1 |
combat/psitech | -1 |
combat/unarmed | -1 |
computer | -1 |
culture/alien/ | -1 |
culture/criminal | -1 |
culture/spacer | -1 |
culture/traveller | -1 |
culture/ | -1 |
culture/ | -1 |
culture/ | -1 |
exosuit | -1 |
gambling | -1 |
history | -1 |
instructor | -1 |
language | -1 |
leadership | -1 |
navigation | -1 |
perception | -1 |
persuade | -1 |
profession/ | -1 |
religion | -1 |
science | -1 |
security | -1 |
stealth | -1 |
survival | -1 |
tactics | -1 |
tech/astronautic | -1 |
tech/maltech | -1 |
tech/medical | -1 |
tech/postech | -1 |
tech/pretech | -1 |
tech/psitech | -1 |
vehicle/air | -1 |
vehicle/grav | -1 |
vehicle/land | -1 |
vehicle/space | -1 |
vehicle/water | -1 |
Level | 1 |
PP | 1 |
Mastered | 1 |
Strain | 0 |
Description |
On triggering this ability, the psychic becomes resistant to hostile psionic forces. They gain a +2 bonus to all saving throws versus psionic effects for the duration of this power. While this ability is active, the metapsionic can also determine whether or not a person they are touching has any psychic abilities, though not specific disciplines. |
Level | 2 |
PP | 3 |
Mastered | 1 |
Strain | 0 |
Description |
For the duration of this power, activating any psionic ability within line of sight of the psychic costs psi points as if the power were one level higher. Th is ability does not affect level 9 powers. The psionic and her allies are not affected by their own static field, and multiple static fields do not stack in effect. |
Level | 3 |
PP | 3 |
Mastered | |
Strain | 1 |
Description |
The biopsionic banishes stress, fatigue, and wounds with a touch. Each activation of this power heals 1d8 hit points in the target, plus the target’s CON modifier. A minimum of 1 hit point is always healed, and the psychic cannot give a subject more hit points than their normal maximum. System Strain (target): 1 |
Goal |
XP |
Get that one ship. | 100 |
Meditate about the moon. | 50 |
Skills: Culture/Spacer, Science, Tech/Astronautic, Tech/Medical
Psychic Class Skills: Combat/Psitech, Culture/Any, History, Perception,Profession/Any, Religion, Tech/Medical, Tech/Psitech
Skills: Any two skills, at least one of which must be a Psychic class skill.