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Logan's Stuff.

Posted by Keeper of SecretsFor group 0
Keeper of Secrets
GM, 7 posts
Tue 20 Oct 2015
at 01:21
  • msg #1

Logan's Stuff

list
Logan Smith
player, 1 post
Fri 18 Mar 2016
at 21:06
  • msg #2

Logan's Stuff

El Perfecto Mark (Current)
Sunshine (Custom Lever Action .45-70)
Manager Killing knife
Remington 870
Keeper of Secrets
GM, 16 posts
Tue 5 Dec 2023
at 22:59
  • msg #3

Logan's Stuff

Codename:       The Hare
Character Name: Sachak "Jack" Rabois
Player:         Logan
Alignment:      Scrupulous

OCC: Mutant Hero
Cause of the Mutation: Natural

Education Level: BA in Journalism via GI Bill (Army)
Life Savings: $4000.00
Cash On Hand: $1200.00
Vehicle: 3 yr old car
Home: Apartment in Boston MA

Experience Level:  1
Experience Points: 0

Nat AR:   5
SDC:    236 (+40)
HPs:     30
CArm:   000
ISP:    000
PPE:     20
Chi:    000

Normal Attributes

IQ:  12 +0%
ME:  12 +0 vs Psionics and Insanity
MA:  12 20% Trust/Intimidate
PS:  18 +3 Carry 360lbs(163.5kg), Lift 740lbs(327.0kg)
PP:  22 +4 Strike/Parry/Dodge
PE:  24 Save vs Coma/Death +18%, Save vs Disease/Magic/Poison/Toxins +5
PB:  12 10% Charm/Impress
Spd: 45 30mph(00kph)


Combat Bonuses
Hand to Hand: Basic

Attacks Per Melee: 9
Armor Rating     : 5

Initiative:     +10
Strike:         +7
Dodge:          +12
Automatic Dodge +10
Parry:          +13
Roll:           +16
Pull Punch:     +8
Disarm:         +6
Flip/Throw:     +5
Crit:           20
KO:             20

Combat Maneuvers
Acrobatic/Gymnastic Kick 2d4
Entangle
Disarm
Body Flip/Throw 1d6
Body Block/Tackle 1d6
Restrained Punch 1d4
Punch 1d6
Power Punch 1d10
Backhand 1d6
Elbow 1d6
Karate Kick 2d6
Roundhouse Kick 3d6
Pin/Incapacitate 20
Backflip
Automatic Knockout on Nat 20
Dodge
Parry
Automatic Parry
Pull Punch
Roll with Impact


Saving Throws

Lethal Poison (14):     +5
Non-Lethal Poison (16): +5
Harmful drugs (15):     +5
Insanity (12):          +0
Disease (12):           +5
Psionics (12):          +0
Horror Factor (varies): +0
Spell Magic (12):       +5
Ritual Magic (16):      +5
Illusion (14)           +0
Possession (14)         +0

Special Abilities / Powers
Mutant Ability: Ambidextrous
1. +1 Attack per melee, +1 to Parry, +5% to Climb

Major Power: Sonic Speed (Mach 1, 762mph)
1. Other Abilities and Bonuses:
   +1 melee attack/action per round (15 seconds) at levels 1, 3, 6, 9 and 12.
   Add 150 to SDC.
   Add 5 to P.E. attribute.
   +6 on initiative.
   +1 to strike.
   +3 to parry.
   +4 to automatic dodge
   +6 to roll with punch, fall or impact.
   + 1 to pull punch at levels 1, 3, 4, 5, 7, 9, 11, and 14.
2. Super Speed Attacks.
   Normal Punch - 1D6 damage.
   Fast Punch or Kick - 2D6
   Super-Fast Punch - 4D6 damage.
   Super-Fast Kick - 5D6 damage.
   Super-Fast "Power" Punch or Kick - 1D6x10, but counts as two attacks.
   Body block/ram at 400 mph (640 km) or greater does 2D4x10 damage,
   plus humanoid opponents weighing under 400 pounds (180 kg) are knocked
   off their feet and tumble for 2D6 yards/meters, and causes them to lose
   initiative and two melee attacks/actions.
   Note: Unfortunately, the speeding superbeing also takes 5D6 damage, himself,
   and the attack counts as three melee actions/attacks.
3. Special Movement Abilities.
   Leaping Ability (with a running start) - 60 feet (1 8.3 m) high
   or 100 feet (30.5 m) lengthwise.
   Swimming Ability (applicable only if the swim skill is known): Maximum speed
   is 300 mph (258 knots); can dive 300 feet (91.5m) and has a maximum depth
   tolerance of 350 feet (107 m).
   Can go from zero to 700 mph (1126 kph) in four seconds (roughly one melee
   action) but such acceleration causes a small sonic boom punctuating his
   departure (unwise for stealth).
4. Rules of Fastitude.
   Running at superspeed is relatively quiet compared to the roar of a jet
   engine or race car, but the patter of feet on the ground and the air
   displacement makes a loud sound of rushing air like the roar of hurricane
   or tornado winds. Furthermore, a quick take off creates a sonic boom. The
   wind caused by the superspeed will also whip up clouds of dust and send paper
   and similar light items whirling in the air as the character runs by or comes
   to a sudden stop.
   Running under 100 mph (160 km) is considered quiet; a soft wind sound.
   Can stop on a dime and make sharp turns.
5. Superior Senses.
   Superior vision about five times better than normal humans, which means an 18
   inch sign can be read a mile away.
   Nightvision - 500 feet (1 52.4 m).

Minor Power: Frequency Absorbtion
This is the ability to absorb and negate/cancel/block television Signals, cell
phone transmissions, radio waves, microwaves and similar transmissions. Does
not affect "hard-lines" (Le., wired telephone and TV cables). Range: 100 foot
(30.5 m) radius around the super being for every level of experience. The
character may knowingly reduce the radius of effect or target one specific
receiver/transmitter device within his range and line of sight.
Damage: None per se; blocks communications.
Duration: Five minutes per level of experience.
Capabilities :
1. Jam All Transmissions: The hero can stop all radio, television, satellite,
and microwave transmissions in a radius around him by concentrating to do so.
Includes jamming surveillance and listening devices, GPS transmissions, etc.
Uses up half of his melee attacks/actions per round. No receiver/transformer
within the radius of effect can get or send a signal until the hero stops
jamming.
2. Radio Communications: The character can speak and send his voice out on
radio frequencies as if he were a living shortwave radio. 300 mile (480 km)
range per level of experience. This is two-way communication, able to send
and receive. Can also intercept and eavesdrop on radio and cell phone
transmissions unless they are scrambled or laser transmissions. Can also listen
to television but can't see the video portion of the transmission unless the
super being is touching a T.V. set.
3. Absorb Microwaves: The character can manipulate his body to absorb and
cancel microwave transmissions without damage to himself.
4. GPS: The character can also intercept and use GPS satellite information to
find his way around the world.
5. Sense Communication Systems: Can sense or feel the source of any transmission
within range and pinpoint its exact location with reasonable accuracy. This
ability enables the character to sense television signals, radio and microwave
transmissions. Base Skill: 65% +5% per each additional level of experience.
A failed roll means the transmission could not be pinpointed.
Bonuses: +5% to all Communications, Computer and Sensor (use/operation) skills.

Minor Power: Radar
1. The radar super ability sends out high-frequency radio waves
which bounce off objects, returning and indicating the direction
and distance of the reflecting objects. This power provides the
superbeing with a crude type of see in the dark ability, enabling
him to know/sense the location of objects and movement.
Range: 400 feet (122 m) +100 feet (30.5 m) per level of experience.
2. Abilities Include:
Interpreting Shapes: 50% +5% per level of experience.
Estimating Distance: 60% +4% per level of experience.
Estimating Direction: 60% +4% per level of experience.
Estimating Speed: 40% +4% per level of experience.
Estimating exact location: 50% +4% per level of experience.
3. Bonuses:
+4 on initiative.
+2 to parry and dodge.
+2 to strike.
One additional attack per melee.
No minuses apply when blinded or in darkness.
Note: Radar does not go through cloth, wood, glass, metal or
people. Consequently, the character can not see or sense
through walls or doors. Likewise, while he may sense a car, estimate its
speed, direction and distance, he can not tell how many people are inside
the vehicle. This ability is especially useful in the dark, long distances,
and combat (providing relatively full view of the combat area).
Disadvantages: Radar is totally fouled in the rain, snow, dust
or sandstorms, and by similar obscuring conditions. No bonuses
apply under these conditions, including no additional attacks per
melee. If these conditions exist at night/dark or while blinded, the
radar is ineffective and the character is blind and suffers all the
penalties that usually apply.
Smoke and fog also fouls radar, but not as severely as the
aforementioned conditions. All the abilities to estimate speed, direction,
distance, shape and location are -30%. All bonuses are reduced by half.

Minor Power: Enhanced Leaping
The character's leg strength is so great that the super being can literally
leap lampposts, trees, houses and some buildings in a single bound.
Range: Self.
1. Characters with this ability can leap their P.S. attribute number x10 feet (3 m)
across
2. Vertical leaping distance is half as much as his horizontal jumping distance.
3. Additionally, as long as the character lands on his feet, he can fall twice his
horizontal jumping distance without taking any damage from the fall itself.
4. Bonuses: +15 to S.D.C. , +6 to Spd., +1 to roll with impact, and inflicts
an additional +1D6 damage with kick attacks.



Skills
Pilot: Automobile                       62%  +2%/lvl
Mathematics: Basic                      70%  +5%/lvl
Speak English:                          96%
Read & Write English:                   98%


Military (Basic) Skill Program
Hand to Hand: Basic
Running
Climbing                                80%  +%5/lvl
Military Etiquette                      45%  +%5/lvl
Radio: Basic                            70%  +%5/lvl
WP Rifle

Communications Skill Program  +20
Basic Electronics                       55%  +%5/lvl
Radio: Scramblers                       50%  +%5/lvl
TV/Video                                49%  +%4/lvl
Radio: Satellite                        60%  +%4/lvl

Journalist Skill Program   +20
Research                                80%  +%5/lvl
Photography                             60%  +%5/lvl
Writing                                 50%  +%5/lvl
Streetwise                              44%  +%4/lvl
Land Navigation                         60%  +%5/lvl

Physical Skill Program
Acrobatics & Gymnastics
- Sense of Balance                      63%  +%3/lvl
- Walk Tightrope                        63%  +%3/lvl
- Climb Rope                            72%  +%2/lvl
- Back Flip                             87%  +2%/lvl
- Parallel Bar/Rings                    55%  +2%/lvl
Prowl                                   40%  +%5/lvl
Swimming                                70%  +%5/lvl
Boxing


Secondary Skills (10)
Cooking                                 40%  +5%/lvl
Athletics(General)
Bodybuilding and Weight Lifting
First Aid                               50%  +5%/lvl
Pilot: Motorcycle                       64%  +4%/lvl
WP Pistol
WP Blunt

WP Skills
Rifle Aimed +3/ Burst +1
Pistol Aimed +3/ Burst +1
Blunt +2 strike/parry +1 strike thrown




Weapons


Body Armor


Other Gear


This message was last edited by the GM at 15:50, Wed 06 Dec 2023.
Keeper of Secrets
GM, 17 posts
Tue 5 Dec 2023
at 23:04
  • msg #4

Logan's Stuff

Codename:       Behemoth
Character Name:     Casper Tant
Player:             Comedy
Alignment:          Scrupulous

OCC: Mutant Hero
Cash on Hand: $1500
Job:          Nope
Home:         House
Automobile:   3 year old Chevrolet Apache Pickup Truck
Life Savings: $3000
Cause of the Mutation: Deliberate Experiment


Education Level:
Experience Level:  1
Experience Points: 0

Nat AR:  12
SDC:    360
HPs:    107
CArm:   000
ISP:    000
PPE:    020
Chi:    047

Normal Attributes

IQ:  13 +0%
ME:  15 +0 vs Psionics and Insanity
MA:  14 50%
PS:  45 +30 Carry 4500lbs(2045.5kg), Lift 9000lbs (4091.0kg)
PP:  18 +2 Strike/Parry/Dodge
PE:  47 Save vs Coma/Death +72%, Save vs Disease/Magic/Poison/Toxins +8
PB:  10 00%
Spd: 46 30mph(00kph)


Combat Bonuses

Attacks Per Melee: 6
Armor Rating     : 0

Initiative: +3
Strike:     +6
Dodge:      +9
Parry:      +9
Roll:       +13
Pull Punch: +10
Disarm:     +5
Flip/Throw: +4
Crit:        20
KO:          20

Combat Maneuvers
Acrobatic/Gymnastic Kick 2d4
Entangle
Disarm
Body Flip/Throw 1d6
Automatic Flip/Throw 1d6
Critical Flip/Throw x2 Damage
Body Block/Tackle 1d6
Restrained Punch 1d4
Punch 1d6
Power Punch 1d10
Backhand 1d6
Elbow 1d6
Karate Kick 2d6
Roundhouse Kick 3d6
Wheel Kick 2d6
Arm Hold
Body Hold
Pin/Incapacitate 18-20
Backflip
Automatic Knockout on Nat 20
Dodge
Parry
Automatic Parry
Roll with Impact


Saving Throws

Lethal Poison (14):     +8
Non-Lethal Poison (16): +8
Harmful drugs (15):     +8
Insanity (12):          +3

Psionics (12):          +0
Horror Factor (varies): +6
Spell Magic (12):       +8
Ritual Magic (16):      +8
Illusion (14)           +0
Possession (14)         +6

Special Abilities / Powers
Unusual Physical Characteristic: Stocky, exceptionally broad
1. Add 50lbs (22.6kg) to weight, +4 to PS, +15 to SDC

Unusual Physical Characteristic: Tough, Lumpy Skin
1. Add 30 to SDC, -1 PB

Major: Growth
1. Maximum Height is +2ft per PE point.
2. Weight increases 50lbs (22.6kg) per foot + 2000lbs for every 10ft over 20.
3. SDC increases 20 SDC per foot of growth (eg +10ft = +200 SDC)
4. Strength Increases +1 PS per foot of growth (eg +10ft = +10 PS). Once
   over double normal height (about 12 feet tall) strength counts as
   Superhuman Strength.
5. Add +5 to PE
6. When over 20 ft: Horror Factor 12, +2 to Strike and Parry, Spd is Doubled,
   -4 to Dodge, obvious difficulty entering some buildings and vehicles.

Major: Adapt to Environment
This power enables the superbeing to alter his body to best suit his environment.
These changes to survive a hostile or alien environment happen in a matter of
seconds. In the case of adaptation to a toxic atmosphere/air, the adaptation lasts
indefinitely (for as long as he is exposed to that atmosphere), while the physical
adaptation to an environment lasts only hours at a time.
1. Adapt to Air/Atmosphere: This power enables the character to breathe in any
   atmosphere, including those that would be toxic and deadly to normal humans. The
   adaptation process begins the moment the character is exposed to the new atmosphere.
   For the initial 1d6 minutes he coughs and chokes (reduce all combat bonuses, melee
   actions and skill performance by 50%) and finally passes out. He will remain in a
   coma-like sleep for 1d4 hours while his metabolism reacts and adapts to the alien
   and otherwise deadly atmosphere. When he awakens, he will be able to breathe the
   new atmosphere without difficulty.
   Note: While the character is unconscious, he is completely defenseless, unable to
   wake up, even if attacked, until he has completely adapted to the new gases. The
   individual must go through this process every time he wishes to breathe a different
   type of atmosphere (even those he has adapted to in the past). However, he can
   instantly switch to the air of his native planet (no choking or coma-adaptation
   period), and alien or toxic air that he has adapted to in the past is adapted to at
   half the initial time (3d4x10 minutes for the coma). He cannot adapt to a vacuum
   (no air), or radiation, or breathe underwater; this ability applies only to "air"
   - gases breathed by the character.
2. Semi-Impervious to Toxic Gases: In addition to being able to breathe toxic air,
   the character is effectively impervious to poisonous gases, smoke and deadly
   pollution in the air - not that they don't have some negative affect on him.
   Exposure to the toxic gas/smoke/polluted air causes the character to cough and have
   difficulty breathing for the entire period he is exposed to the foul air. During
   that period reduce all combat bonuses, melee actions and skill performance by 50%,
   but he can continue to function on an impaired level without physical injury or any
   other effects (Le. sleeping gas will not put the character to sleep, poison does no
   damage, etc.)!
   If exposure to this toxin is less than 15 minutes, the superbeing completely recovers
   after one minute of breathing clean air.
   If exposure to the toxin is over 20 minutes, the superbeing will collapse into a
   coma-like state; unconscious and helpless but still alive (he will appear to be dead
   to those without the medical knowledge of a paramedic or medical doctor). The character
   will recover from a prolonged exposure to toxic gas and breathe it without ill effect
   or penalty after 1d4 hours of exposure to it (same as adapting to a toxic atmosphere),
   or within 3d4 minutes after being exposed to normally breathable air.
3. Adapt to Physical Environment: This ability enables the superbeing to "adapt" his
   physiology to the dominant environment around him. Only one of these metabolic
   adaptations can be used at a time. Altering the body into any of these forms takes
   one full melee round (15 seconds) of concentration. The hero can maintain any of these
   broad changes for up to one hour per level of experience.
A. Arboreal: This adaptation gives the character excel lent balance and mobility in an
   arboreal environment - Le. living in treetops, cliffs or similar environments high above
   the ground. This means he has the physical abilities/skills of climbing and acrobatics
   with all skill levels at 89%. Plus the character has prehensile feet and can leap up to
   15 feet (4.6 m) or 50% farther than usual, whichever is greater.
B. Arctic/Freezing Environment: The character's body instantly adapts to freezing cold
   temperatures. This means temperatures as low as 0 Fahrenheit have no ill effect (feels
   like a cool Spring day) and the character does not suffer from frostbite, hypothermia,
   stiffness, discomfort from cold, or any other impairment associated with exposure to
   freezing environments. Even exposure to sub-zero temperatures inflicts only 10% of its
   normal damage and penalties.
C. Desert/Extreme Heat and Dry Conditions: The character's body instantly adapts to blazing
   heat and dry, waterless conditions. This means temperatures up to 160 degrees Fahrenheit
   have no ill effect (feels like a warm Spring day) and the character does not suffer from
   dehydration, heat blisters, sun stroke, fatigue, or discomfort usually associated with
   exposure to extreme heat and sun. Even exposure to temperatures up to 200 degrees inflicts
   only 20% of its normal damage and penalties.
   Note: The character only needs the equivalent of two glasses of water (roughly 16 ounces)
   per 24 hours to function at 100%.
D. Disease/Plague Conditions: The superbeing can increase his natural resistance to and recovery
   from disease (bacteria, viruses, etc.). The character is five times more resistant to disease
   than the average human (+5 to save vs disease) and should he catch it, the disease is never
   fatal and the effects, penalties, damage and duration are half normal.
E. Nocturnal or Underground: The character's pupils double in size to let him see in the dark -
   the equivalent of Nightvision with a range of 300 feetl92 m), but are incredibly sensitive
   to light (can only see about 20ft(6m) in dim light and is completely blinded by daylight or
   bright artificial ; -8 to strike, parry, and dodge, automatically loses initiative). The ears
   also become sensitive, doubling the hero's normal range of hearing (roughly as keen as a dog's).
   This means the superbeing can function in total darkness as well as a normal person in a well
   lit room or outdoors on a sunny day. In addition, while in darkness or underground, he is + 1
   on initiative, +1 to dodge and has a excellent sense of direction and depth/height.
F. Radiation: The effects of radiation energy (ultraviolent rays, microwaves, etc.) have absolutely
   no ill effect on the character; he functions unimpaired, without fear of damage or illness.
G. Underwater: The character can breathe water (takes oxygen from the water) like a fish, is
   impervious to underwater pressure up to one mile (1 .6 km) deep and can swim at twice his
   normal Speed attribute.
H. Vacuum: The character can adapt to a vacuum (no air) in the sense that he can place himself in
   a stasis sleep (may appear to be dead) in which the metabolism is slowed to a crawl and oxygen
   in the lungs is preserved. This stasis sleep cannot be maintained as long as the other metabolic
   adaptations and is limited to a mere five minutes per level of experience. No action, even
   thought, is possible during stasis sleep. Awakens when removed from the vacuum.
4. Other Abilities and Bonuses: These bonuses are part of
   the superbeing's everyday abilities.
   +4 to P.E.
   +3 to save vs poisons and magic potions.
   +1 5% to save vs coma/death.

Minor: Healing Factor
This power provides incredible recuperative abilities and immunity to disease
and toxins.
1. Bonuses: +8 to the P.E. attribute.
   +15 to Hit Points
   +25 to S.D.C.
   +20% to save vs coma/death.
   +3 to save vs magic, poison and toxins (this is in addition to the P.E.
   bonuses).
   +3 to save vs psionic attacks.
2. The Healing Factor:
   Recovers 3 S.D.C. every 10 minutes (1 8 per hour)!
   Recovers one hit point every 15 minutes (4 per hour).
   Special superhealing: Can instantly regenerate 4d6 hit points two times per
   day (24 hour period).
   Does not fatigue, whatsoever!
   Resistant to fire and cold; does half damage.
   Resistant to drugs, toxins, and poisons. When the character doesn't save
   against them, their effects (duration, penalties and symptoms) and damage
   are a mere one third normal.
   No scarring when healed.
   Broken bones heal completely, without any sign of having ever been broken,
   at a rate 10 times faster than normal. This means a leg fractured in several
   places will be completely healed in about 8-10 days instead of 11-15 weeks.

Minor: Enlarge Body Parts (Allows for the making individual body parts
bigger when growing or stretching the whole body is not desirable)
1. Hands: Add 2d6 to Punching Damage
2. Arms: Add 10 to PS for lifting and carrying.
3. Feet: Add 2d6 to kicking damage, +10% to balance.
4. Legs: Add 30ft to leaping distance.
5. Torso: Add 40 SDC, Natural AR 12, and can hold breath for 6 minutes.
6. Head: Add 2d4 to headbutt damage.
7. Neck: Can stretch 15ft.
8. Ears: Double normal hearing acuity.

Minor: Extraordinary PE
1. Add 11 to PE, +150 to SDC, +15 HPs (+1d4/lvl)

Minor: Antennae (Variety of super senses)
1. Keen Sense of Smell.
   Add +1 to Initiative
   Track By Scent:          52% +2%/lvl
   Identify Common Odors    92% +2%/lvl
   Identify Uncommon Odors  52% +2%/lvl

2. Motion Detectors
   Range: 20 foot (6.1m) radius
   +1 to Parry and Dodge
   Identify Temperature of the Air (or by touch an object) 82% +2%/lvl
   Accurately Identify Wind Direction and Speed            72% +2%/lvl

3. Feelers (Heightened Sense of Touch)
   Reduced Penalties for Blindness      (only -2 to Strike, Parry, and Dodge)
   Identify Objects by Touch Alone       62% +2%
   Identify Imperfections in an Object   72% +2%
   Identify Fabric and Material by Touch 62% +2%

Minor: Extraordinary PS
This character possesses astounding physical strength. Although this strength
is in the realm of human capability, this character does not need the hours of
daily exercise to maintain it.
1. Bonuses: Add 15 to PS.
   Can carry 100 times PS in pounds and can lift 200 times PS of weight
   in pounds (1 pound equals 0.45 kg).

Skills
Pilot: Automobile                       62%  +2%/lvl
Mathematics: Basic                      70%  +5%/lvl
Speak English:                          98%
Read & Write English:                   95%
Speak Spanish:                          98%
Read & Write Spanish:                   95%

Military (Basic) Skill Program
Running
Climbing                                80%  +%5/lvl
Military Etiquette                      65%  +%5/lvl
Radio: Basic                            70%  +%5/lvl
WP Rifle

Technical Skill Program
Pilot Truck                             64%  +%4/lvl
General Repair/Maintenance              60%  +%5/lvl
Identify Plants & Fruits                50%  +%5/lvl
Land Navigation                         60%  +%4/lvl

Science Skill Program   +20
Computer Operations                     65%  +%5/lvl
Mathematics (Advanced)                  70%  +%5/lvl
Chemistry                               55%  +%5/lvl
Archeology                              45%  +%5/lvl
Anthropology                            45%  +%5/lvl
Botany                                  50%  +%5/lvl

Espionage Skill Program    +20
Hand to Hand: Martial Arts
Detect Ambush                           55%  +5%/lvl
Intelligence                            56%  +4%/lvl
Wilderness Survival                     55%  +5%/lvl
Pick Locks                              65%  +5%/lvl
Tracking                                50%  +5%/lvl

Physical Skill Program
Acrobatics & Gymnastics
- Sense of Balance                      78%  +%3/lvl
- Walk Tightrope                        78%  +%3/lvl
- Climb Rope                            87%  +%2/lvl
- Back Flip                             87%  +2%/lvl
- Parallel Bar/Rings                    78%  +2%/lvl
Prowl                                   55%  +%5/lvl
Swimming                                70%  +%5/lvl
Boxing
Wrestling

Secondary Skills (10)
Cooking                                 40%  +5%/lvl
Computer Repair                         30%  +5%/lvl
Athletics(General)
Bodybuilding and Weight Lifting
Radio: Satellite                        30%  +5%/lvl
First Aid                               50%  +5%/lvl
Holistic Medicine                       35%  +5%/lvl
Pilot: Motorcycle                       64%  +4%/lvl
WP Pistol
WP Blunt

WP Skills
Rifle Aimed +3/ Burst +1
Pistol Aimed +3/ Burst +1
Club +2 strike/parry +1 strike thrown




Weapons


Body Armor


Other Gear


This message was last edited by the GM at 16:01, Wed 06 Dec 2023.
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