- Strength: 2
- Nimble: 3
- Aim: 1
- Smarts: 5
- Cool: 3
- Common Sense: 1
- Luck: 5 | can be spent to modify roll by +- d4
- Oops! Points: 14 {2d6 + STR + LUCK}
1500XP
- Trench Coat Effect {-500XP to choose}
Tests: (Die roll) < (Skill Score or Attribute)
Match: d10 + (Skill Score or Attribute) > other character
Skill Score = (Skill Level Modifier) + (Attribtute)
Dabbler +1
Hack +2
Expert +3
Professional +4
- Operate Heavy Machinery {+2 = -100XP*2} + Aim {1}
- Fiddle With Electronic Gadgets {+1 =-100XP} + Smarts {5}
- Abnormal Physics {+1 = -100XP} + Smarts {5}
- Con {+1 = -100XP} + Smarts {5}
- Sneak Around {+1 = -100XP} + Nimble {3}
- Cast Spells {+1 =-400XP}
- Spell Points: 5 = (Smarts {5})*(Cast Spells Skill Level {+1}) | regained after good night's sleep
- Spell Tests: Normal {d10}
- Dabbler Spells:
- Exchange {2SP}
- Freeze {1SP}
- Heal I {1SP}
- Influence {2SP}
- Invisibility {3SP}
- Move {1SP}
- Psychic Headbutt I: De Pain {1SP}
- Cash: 18 C-Notes / 1800 bucks = ceil(SMRT or CS or LUCK) + 4d10
if Intoxication == 2 + Power Drinking
if Normal {d10} v.s. (STR or STR + Power Drinking)
status = Happy
else
status = Tipsy
every full intoxication point, make another Drinking check
Exhausted, overworked R&D scientist walks into local neighbourhood bar one day after work, but ends up in The Floating Vagabond. Spent a good amount of time stubbornly demanding earth-logical explanations to his situation and a way of getting back home to everyone he came across, which didn't much endear him to the inhabitants of the corridor dimension. Luckily, he finds a pair of sympathetic ears in a bar one night, promising him employment, explanations, and most importantly - drinks, in exchange for his scientific services for an "independent nuclear research facility". Through his "job training", he finds himself coming into Dabbler-tier knowledge of Abnormal Physics, Fiddling with Electronic Gadgets, and an ability to Cast Spells. He also rather frequently hangs around the Flowing Quagmire's Uranium caves for... science.