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.