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Character Sheets Unlimited!

Posted by Lord SiembiedaFor group 0
Lord Siembieda
GM, 77 posts
There's no problem random
rolls can't fix.
Wed 17 Mar 2021
at 12:54
  • msg #1

Character Sheets Unlimited!

Final, approved versions of everyone's sheet. Feel free to edit these as the game progresses.
Shitsumon
player, 13 posts
Wed 17 Mar 2021
at 12:55
  • msg #2

Character Sheets Unlimited!

Name: Shitsumon True Name: Hikaru Adachi Player: soulsight
Super Power Category: Ancient Master with Enchanted Weapon Education Level: special
Alignment: Principled Occupation: Wandering Hero
Experience Level: 7    Experience Points: 37961
Hit Points:  50   SDC (natural): 90/190  Chi: 29
Armor Rating: 10  SDC (artificial):  40
Height:  69" Weight: 160 lbs Age: 60   Sex: male
Eye Color: brown  Hair Color: black  Land of Origin: Japan
Birth Order: unknown Disposition: controlled
Anonymity: as an asset, this means your mundane life and identity are especially safe. Born at the family home over half a century ago. Has a passport with the name "Hikaru Adachi", but uses the name nowhere else.
Freedom: as an asset, this means the 'mundane' part of your life is relatively easy or maybe there is no 'mundane' part to your life.
Respectability: As a liability, it means you're seen as shady or unsavory and may possibly be wanted by authorities. Not wanted, but as he has no past on record he certainly seems suspicious.
Security: As a liability it means that your home is insecure or easily found or both, because you live at whatever dojo you're opening at the moment.
60 years of age, came to the modern world and joined the team just three months ago.

IQ 15
ME 15
MA 16
PS 17 +2 damage
PE 19 +8% vs coma/death, +2 vs poison/magic
PP 29 +7 parry/dodge/strike
PB 12/19 /45% charm
Spd 25
vs. Lethal Poison
vs. Non-Lethal Poison
vs. Harmful Drugs
Charm/Impress
vs. Insanity
vs. Psionics
vs. Coma/Death
vs. Spell Magic
vs. Ritual Magic
vs. Mind (var.)
vs. Horror (var.)


SKILLS (Special (Ancient Master))
    Everyman
  • Basic Mathematics 98%


    Language
  • Japanese 98%
  • Korean 85% +5

    Cultural Skills
  • Bonsai (tending miniature trees) 93% + 4
  • Ukio-E (Ink brush painting) 70% +5
  • Go 65% +5

    Survival
  • Fasting 82% +4
  • Wilderness Survival 65% +5

    Physical
  • W.P. Archery
  • Prowl 60% +5
  • Climbing 75% +5

    Philosophical Training
  • Zen 94% +2
  • Bushido 94% +2

------------------------------------------------------------------
    SECONDARY SKILLS
  1. Language: English 85% +5
  2. Running
  3. at 3rd level gained Pilot: Automobile 68% +2
  4. at 5th level gained Cook 45% +5
  5. at 7th level Radio: Basic 45% +5




COMBAT MODIFIERS


ArcheryLong BowShort BowModern Compound Bow
Rate of Firesix per roundsix per roundsix per round
Range780 feet480 feet840 feet
Parry Bonus+8+8+8
Strike Bonus+10+10+10
Damage2d61d62d6


Hand to Hand Type: Zanji Shinjinken-Ryu (add +1 strike and parry with Dakkokki)
skillbonusskillbonus
Attacks per melee3To Strike+10/+12
Parry+11/+15Dodge+12
Auto Dodge+10Damage+2
Roll+2/+8 Initiative+9/+11
CriticalNatural 18, 19, or 20Stun 
DeathblowNatural 20Pull Punch
Back Flip  Maintain Balance+1

COMBAT SKILLS
Escape MovesRoll With Punch/Fall/Impact, Maintain Balance
Basic Defensive Moves Dodge, Parry, Automatic Parry
Advanced DefensesMultiple Dodge,Circular Parry,Combination Parry/Attack,Power Block/Parry,Automatic Roll,Breakfall.
Hand AttacksStrike (+2 damage)
Basic Foot AttacksKick, Backward Sweep, Jump Kick
Special AttacksDeath Blow,Leap Attack,Combination Strike/Parry,Combination Grab/Slash,Forearm
Holds/Locks Pin/Incapacitate
Modifiers to AttacksPull Punch,Knock-Out/Stun,Critical Strike,Critical Strike From Rear.


    Weapon Katas
  • W.P. Bokken(+3 strike, +3 parry)
  • W.P. Bo Staff(+3 strike, +2 parry)
  • W.P. Spear(+3 strike, +3 parry)
  • W.P. Naginata(+3 strike, +3 parry)
  • eleventh level W.P. Sword-Katana(+4 to strike, +4 to parry)


Hand to Hand Type: T'ang Su Karate
skillbonusskillbonus
Attacks per melee4To Strike+8/+10
Parry+11/+15Dodge+13
Auto Dodge/+10Damage+4
Roll+3/+9 Initiative+9/+11
Disarm/+3 KONatural 19 or 20
Criticalfrom behind,natural 18,19,20Stun
DeathblowNatural 20Pull Punch
Back Flip  Maintain Balance+1

COMBAT SKILLS
Escape MovesRoll With Punch/Fall/Impact
Basic Defensive Moves Dodge, Parry, Automatic Parry
Advanced DefensesMulitple Dodge,Power Block/Parry,Disarm.
Hand AttacksStrike (Punch),Power Punch,Backhand,Duo-Fist Strike,+2 damage for all
Basic Foot AttacksKick Attack,Snap Kick,Roundhouse Kick,Axe Kick,Reverse Turning Kick (Combination Dodge/Kick),Jump Kick, Flying Jump Kick
Special AttacksDeath Blow,Leap Attack,Combination Strike/Parry,Combination Grab/Kick,Forearm, Combination Grab/Head Bash
Modifiers to AttacksPull Punch,Knock-Out/Stun,Critical Strike,Critical Strike From Rear



POWERS
PRIMARY FORM - Zanji Shinjinken-Ryu
    Martial Art Powers
    • Iai-Jutsu
    • Actually, the "sword-drawing art," but used here for its extreme quickness. The character simply gets a bonus on initiative. At first level it's +1, and an additional +1 is added at 3rd, 6th, 9th, 12th and 15th levels.
    • Martial Art Awareness or Zanshin
    • In Japanese, this is often called Tsuki No Kokoro, which means "Mind like the Moon." That's because it is said that the martial artist's mind floats above the body, calmly sensing all activity around it. A threat, no matter how slight, will disturb that calm. As a Zanchinshi might put it, "As someone thinks to attack me, that person's Chi comes toward me. I have only to follow the Chi, and I will know the source of the attack."
      This ability is one of readiness and awareness. Training involves being constantly on the alert, even while sleeping or when in the bathroom! The martial artist will instantly sense anybody who enters his Zanshin circle, including animals and even those with intangibility and/or invisibility (although he can not see the invisible).
    • Bonuses: +6 on initiative, +2 to parry, +4 to dodge, and can not be surprised from attacks from behind. When fighting an invisible foe (or character with superhuman speed) these Zanshin bonuses do not apply, but his other combat skills remain unimpaired due to his mystic awareness (this character does not suffer the usual penalties from fighting an invisible foe). Characters with this ability also have a reduced form of Chi Awareness that allows them to evaluate the Chi of anyone they can see who is inside their Zanshin circle.
      At first level, Zanshin extends for an area of 6ft (1.8m) around the character. This is increased by 2ft (0.6m) for every level of advancement.
    • Gained at third level "Warrior Spirit" Kata or Debana-O-Kujiki Kata
    • This is known in Japan as the "Unnerve at the outset" kata. The idea here is to win without fighting by psyching out the opponent. The character has the choice of moving forward resolutely, or standing his ground defiantly. In either case, the enemy will perceive a relentless and indomitable opponent, fearsome in every respect. The character with the "warrior spirit" can Parry and Dodge with normal bonuses, but is unable to attack/strike. This kata temporarily increases the person's M.A. to 20 or adds a bonus of +6 to characters who already have a Mental Affinity (M.A.) of 20 or higher. The opponent must roll over the percentile for M.A. intimidation or become unnerved by the "warrior spirit. " An unnerved opponent will either backdown, run off, or fight with a penalty of -4 to strike.
    • Gained at 7th level Chi Healing or Chi-atsu
    • Curing with Chi involves channeling positive Chi into a wounded body . So long as the character is conscious, it' s also possible to heal oneself with Chi-atsu. Each point of Chi-atsu Chi does three things all at once. First, one point of Chi will heal one hit point. Second, that same point of Chi will also restore up to ten points of S.D.C. Finally, each time Chi-atsu is used on a comatose character it gives that character an extra chance to recover. Another Chi-atsu ability is that of dispelling negative Chi. When characters have been infected with negative Chi they cannot heal or regenerate their normal Chi, S.D.C. or hit points. Each point of Chi-atsu Chi will destroy two (2) points of negative Chi. Note that destroying negative Chi does not simultaneously heal any hit points, or S.D.C., but does heal the positive Chi so that natural healing (and treatment) can resume.

SECONDARY FORM - T'ang Su Karate
    Martial Art Powers
  1. Stone Ox
  2. Dam Sum Sing
    • Wrist Hardening
    • The wrists, often the weakest part of the body, are built up using special exercises . Characters with this augmentation have a +5% to escape from Arm Holds and can escape Wrist Joint Locks without harm.


    Alter Physical Body - This power gives the character the ability to alter his body in small but significant ways. The change is instant and can be maintained indefinitely.
  • Change fingerprints at will. To copy somebody else's fingerprints he needs a good, clear reference copy or the person's hands. Copying skill is 25% +5% per level of experience.
  • Change physical beauty attribute; increase or decrease 5% per level of experience.
  • Change appearance of age (mainly wrinkles) ; increase or decrease 5% per level of experience.
  • Change eye color (any). Can NOT copy other people's retinas.
  • Change height, taller or shorter, by two inches per level of experience.
  • Change the spacing between one's teeth. Can also lighten or darken the color of the teeth by 25%.
  • Lighten or darken hair color by 33%.
  • Lighten or darken skin color by 33%.
  • Add, eliminate or change one birthmark per experience level.


Enchanted Weapon - a katana named Dakkokki
  1. Totally indestructible, so blades never dull and the weapon never dents, cracks or breaks; always looks like new.
  2. Well balanced and lightweight; +1 to strike and parry when using the weapon.
  3. Made of silver colored metal inscribed with rune symbols.
  4. The weapon's base damage before adding P.S. or W.P. bonuses is 3D6
  5. Affects/damages all creatures of magic, including animated dead, zombies, golems, vampires, werewolves, demons, dragons, godlings, etc. Also damages superbeings who are Invulnerable!
  6. The enchanted weapon and its champion are linked until its current mortal connection is severed - killed! Consequently, anybody else who takes and uses the weapon cannot draw on its magic or be transformed into a superbeing. They can only use it as a superior quality weapon. However, if the champion is slain, the magic weapon is able to join and empower a new one after 72 hours.


Weapons of Order (good)
    Powers & Bonuses Bestowed to its Mortal Champion
  • Adds 1D6x10 S.D.C. to its owner/champion.
  • Provides its champion with resistance against fire and cold; they do half damage.
  • Provides a bonus of +3 to save against all magic spells and enchantments.
  • Enables its owner to sees the invisible.
  • Creates "battle dress" out of thin air, appearing as a tradition tatami.
  • The weapon, battle dress and available magic are activated when the wielder says, "Sekai kara aku o nugisuteru."
  • Whenever the character is transformed into battle dress (becomes a hero), he or she is magically "beefed" up and appears as an ideal version of himself; tall (6-7 feetl1.8 to 2. 1 m), strong and muscular (no flab or physical infirmities), an adult (if the hero is a kid or teenager), and gets +1D4+3 to P.B. in heroic form.


Super or Magic Abilities: In addition to the powers that the weapon's champion can call upon through it, and the magical transformation of body and clothing, the Enchanted Weapon also instills the character with power that he alone commands.
    Karmic Power - An unique power that can adjust the odds in the character's favor. The character is able to influence his luck and those around him via a sort of Karmic aura. Karma is an energy of positive or negative effect. Theoretically, it is an aspect of the constant struggle between good and evil ; order and chaos. This means that only characters with a good alignment, principled, scrupulous or unprincipled, can have this power. If the character's alignment is evil or anarchist, a different super ability must be selected.
    When the cause is just, the motives good and/or selfless, the following bonuses apply to the character:
  • +6 to roll with punch, fall or impact.
  • +2 to strike.
  • +4 to parry.
  • +3 to disarm.
  • +2 on initiative.
  • +3 to automatic dodge.
  • +6 to save vs poisonltoxins/gases.
  • +6 to save vs psionic attack and possession.
  • +4 to save vs magic.
  • +20% to save vs coma/death.
  • An opponent's Death Blow does not kill; only stuns the character.
  • Critical damage attacks do normal damage.
  • Knocks opponent unconscious (if so desired) on a roll of a natural 20 to strike; unconscious for 3D4 melee rounds.
  • +10% on a skill if it is to save a life or help an important cause.
  • Add 1D4x10 to S.D.C.
  • Note: Under this noble situation, opponents get no bonuses to strike, parry or dodge the Karmic character. Straight, unmodified dice rolls only.

The Karmic power can also affect others if the superbeing wants them to and focuses his spiriVchi on them. Through intense concentration the character can instill the above combat and saving bonuses at half strength to another good guy, although only 1-3 bonuses apply at a time - Le. the Karmic character is effectively rooting that the other character hits or dodges, etc. While transferring the bonuses of his good will, the Karmic character cannot take any action himself, not even to defend himself.
Up to one person per every other level of experience can be affected simultaneously, as long as they are within 150 feet (45.7m) of the Karmic character and in his line of sight.
In the alternative, the superbeing can use his powers to foil an enemy or adversary - the above bonuses (halved) can be turned into penalties (Le. - 1 to strike, -3 to save, etc.) that work against the bad guy.
Influencing others requires the Karmic character to root for or against other characters, like a cheerleader or spectator at a sporting event; "Come on, you can do it..." "Look out! Dodge, Move," or "You can take that guy, I know you can," or "Miss, you rat," "you stink... you can't hit him," and so on.
Powers Held by Weapons of Order (good)

    Other powers of the weapon
  1. Healing Touch : Restores 3D6 Hit Points or S.D.C. by touching the weapon to the individual who needs healing. The magical healing leaves no scars. The healing touch can be used 10 times per day (24 hours). Although intended for helping others, its champion can draw upon its healing power as well (counts as one of the 10 per day).
  2. Turns itself and the wielder invisible: Identical to the Wizard spell Invisibility: Superior.
  3. Sense Magic: The ability to sense the presence of magic other than your own. U nfortunately, the sense can not pinpoint the source of magic or identify how many. The best it can do in identifying the number of other magic sou rces is: a couple, a few and many. Range: within a 300 feet (91.5 m) area
  4. Fly: The ability to fly like a bird at will. Maximum speed is 50 mph (80 km). No special bonuses to dodge and parry apply.
  5. Nightvision: A power that enables the hero to see clearly in the dark, including unnatural and magical darkness, much like passive nightvision/light amplification goggles do. Range: 300 feet (91.5 m). The nightvision is automatically activated in darkness and has no time limitation.
  6. Tongues: The ability to understand and speak any language at will, same as the spell.


EQUIPMENT
has one suit of traditional armor (tatami) AR 10, SDC 40
will have a traditional bow (long bow) with small quiver (ten) of arrows 2d6 damage
will have a bokken (wooden sword) that does 2d4 damage when used in place of the real sword
Altruist
player, 31 posts
Divine Bruiser
Like a guided missile.
Wed 17 Mar 2021
at 13:03
  • msg #3

Character Sheets Unlimited!

Statline
IQ 31             (11 + 5d4+1d6+6 SexySmart)
ME 34/36          (14 + 1d4 Immortality + 5d4+1d6+6 SexySmart)
MA 19/27 (min 18) (14 + 5/10 XP expense)
PS 40/48 (min 20) (10 + 1d4 Invulnerability + 2d4+20 Superhuman Strength + 1 Acrobatics + 2 Gymnastics + 2 Wrestling)
PP 18/23 (min 18) (14 + 1 Acrobatics + 1 Gymnastics + 2/10 XP expense)
PE 19/27          (10 + 1d4 Immortality + 2d4 Physical Strong + 1d6 Invulnerability + 1 Acrobatics + 2 Gymnastics + 1 Wrestling)
PB 19/20          (13 + 1d6 Immortality + 1d4 Physical Strong + 2/10 XP expense)
SD 14/70 (min 24) (9 + 1d6 + 1/10 XP expense)

HP 52/126            (5d6 + 6d6 Physical Strong + 2d6 Immortality + 3d6x10 Invulnerability)
SDC 142/+390      (40 + 3d4x10 Physical Strong + 1d6 Acrobatics + 2d6 Gymnastics + 4d6 Wrestling/(+ 4d6x10+30 transformation + 2d4x10 Immortality + 4d6x10 Invulnerability + 40 Flight)
PPE 22

Saves
+2/+7 vs magic (+1 Magic, +2/+6 PE)
+0/+7 vs possession
+0/+9 vs Horror Factor (+6 Magic, +3 Immortality)
+8 vs psionic
+13 vs insanity
+4/+8 vs poison (+2 Physical Strong, +2/+6 PE)
+28%/+64% vs coma/death (+20 Invulnerability, +20 Physical Strong, +8%/+24% PE)
Can fight at up to -60 HP with penalties
Can survive at up to -90 HP as long as the link between brain and heart exists

Transformative state exclusives:
Immunity to disease, aging, sickness, radiation, damage from non-magical weapons, and actually dying from poisons (although poison can weaken still).
Half damage from supernatural physical sources.
Quarter effect from artificial poisons, deprivation, and suffocation.
One-sixth effect from natural poisons.

Combat notes
Entangle
Body flip/throw
Body block/tackle
Karate style punch does 2D4 damage
Karate style kick does 2D6 damage
Back flip (why, though?)
Snap Kick 1d6
Sweep Knockdown
Squeeze 1d4
Critical 18-20
Automatic knockout on 20
+2/+3 attack
+25/+33 damage (+4 damage per 20 mph of flight speed)
+6 pull
+5/+7 initiative
+4/+8 strike (+2 blunt, +1 knife [+1 thrown knife], +3 targeting) (+2 flight)
+4/+8 parry (+2 blunt, +2 knife) (+2 flight)
+2/+4 dodge (+4 dodge when below 80mph, +6 dodge when above 90mph)
+8 roll
+2 disarm

Social Stuff
55%/92% trust or intimidate roll
45%/50% charm or impress roll

Programs

Education = One year of college
General Mechanical Program
Physical Training
Sexy-Smart Program (bought)

Basic Brain Embiggening
Advanced Brain Embiggening (requires Basic Brain Embiggening)
Basic Brain Enhardening
Advanced Brain Enhardening (requires Basic Brain Enhardening)

Skills
Mechanical Engineer 71%
Basic Electronics 71%
Locksmith 71%
Acrobatics +26 to all their stuff
Climbing 98% (+8 over)
    Rappelling 96%
Gymnastics +26 to all their stuff
Prowl 81%
Swimming 96%
Wrestling
Detect Ambush 71%
Detect Concealment 66%
Intelligence 69% (+4pl)
Interrogation 81%
Computer Hacking 76% (bought)
Electrical Engineer 66% (bought)
Basic Mechanics 66% (bought)

First Aid 81%
Seduction 65%/72% (+3pl)
Advanced Mathematics 81%
Computer Operations 76%
Computer Programming 66%
WP Blunt LV5
WP Knife LV5
WP Targeting LV5
WP Paired (All)
HtH: F&A LV5
Streetwise 44% (+4pl) (LV3)
Law 51% (LV3)

Pilot: Automobile 84%
Basic Mathematics 81%
Speak Native Language +25?
Literacy Native Language +25?

Stuff
$5180
4 year old car
Quality computer gear
Snap gun
Two tool boxes (one with electonics tools, one with physical tools)
One grapple hook
One classy suit
One work suit
One black outfit for definitely trying to keep a low profile as I'm doing something illegal suit
Cellphone
Four silvered bowie knives = 2d4 damage

Minor Abilities
Superhuman Strength = Add 20 +2D4 points to the current P.S. attribute.
Can carry 200 times P.S. in pounds and can lift 300 times.
Fatigues at half the rate of normal humans

Flight: Wingless = 280 mph

Major Abilities
Immortality = Immune to all diseases, sickness, and radiation.
Natural toxic gases and poisons do only one third their normal damage and effects last only one third as long. Man-made poisons, drugs, chemicals and toxins last half as long and are half as effective and damaging.
Heals twice as fast, without scarring. Limbs and appendages that are amputated do not regenerate. Can recover from damage as excessive as 50 Hit POints, +10 H.P. per experience level, below zero, provided he has not been decapitated or the brain or heart completely destroyed.

Invulnerability = Most physical attacks do no damage whatsoever! This means cold, fire, heat, electricity, lasers, other types of energy, bullets, punches, falls, and so on, do no damage!
Supernatural punches, bites and kicks inflict half damage; Extraordinary and Superhuman P.S. attacks do no damage, although they sting a bit.
Gases, drugs, chemicals, poisons, toxins, disease and radiation will affect the invulnerable person, but are reduced to half the usual potency (half damage, duration, and effect). Deadly poisons, radiation and disease cannot kill this character, only make him sick.
The character is only, truly, vulnerable to psionics, spell magic, magic illusions and magic weapons, all of which have full effect. However, energy type magic, like fire balls, does no damage.
The character still needs to breathe and eat, so he can die from drowning, suffocation, or starvation, but he can hold his breath and survive without food four times longer than the average human (hold breath for about 12 minutes; go without food for 80 days).
Note: Certain extreme situations like ground zero at a nuclear explosion or Super Nova, and fiery reentry into an atmosphere from space, might hurt or even kill the character (G.M .'s call).

Asset: Network
Liability: Respectibility

6000/25000 XP spent
Dr.Roller
player, 27 posts
Doctor of
Everything
Sun 4 Apr 2021
at 02:49
  • msg #4

Character Sheets Unlimited!

Character Name: Benjamin Franklin Roller
Player:         Exwrestler
Alignment:      Scrupulous

OCC: Secret Operative/Analytical Genius/Weapons Expert
Experience Level:  5
Experience Points: 25000

SDC: 246 (35+73+28+70+10+30)
HPs:  65 (30+11+24)
ISP:  n/a
PPE:  35
Chi:  35

Attributes

IQ:  19/35 +21%
ME:  15/27 +6/+10
MA:  18/30 97%
PS:  14/30 +15 Carry 600lbs(272.1kg), Lift 1200lbs (544.3kg)
PP:  19/30 +8 Strike/Parry/Dodge
PE:  14/30 Save vs Coma/Death +30%, Save vs Disease/Magic/Poison/Toxins +8
PB:  17/26 80%
Spd: 10/44 30mph(48kph)

Combat Bonuses

Attacks Per Melee: x
Armor Rating: n/a

Initiative: +x
Strike:     +x(+x)
Dodge:      +3(+x)
Parry:      +3(+x)

Roll:       +7
Pull Punch: +x
Disarm:     +x
Flip/Throw: +x(+x)
Crit:        18-20

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
Punch 2d4
Backhand 1d6
Elbow 1d6
Karate Kick 2d6
Roundhouse Kick 3d6
Jump Kick 6d6
Wheel Kick 2d6
Tripping/Leg Hooks No damage, Knocked down
Arm Hold
Body Hold
Pin/Incapacitate 18-20
Backflip
Automatic Knockout on Nat 20
Dodge
Automatic Dodge +0
Roll with Impact


Saving Throws

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

Psionics (12):
Horror Factor (varies):
Spell Magic (12):
Ritual Magic (16):

Special Abilities / Powers
Analyze and Operate Devices (80+2%/lvl) 111%
Build/Modify Armor (80+2%/lvl)          111%
Electronics Countermeasures 70+2%/lvl    93%
Make & Modify Weapons 84+2%/lvl         115%
Gunfighter Paired Weapons
Quickdraw Initiative                      +7
WP Sharpshooting (Special)


Skills
Pilot: Automobile (+2%/lvl)     121%
Pilot: Motorcycle (+4%/lvl)     131%
Pilot: Tanks and APCs (+4%/lvl) 107%
Mathematics: Basic (+5%/lvl)    121%
Mathematics: Advanced (+5%/lvl) 121%
Speak English 98%
Literacy 98%
Speak Read and Write all Terrestrial Languages 98%
Language: AMSLAN 98%

Boxing
Running
Climbing (+5%/lvl)             116%
Military Etiquette (+5%/lvl)    91%
Radio: Basic (+5%/lvl)         116%
Demolitions (+3%/lvl)          120%
Demolitions Disposal (+3%/lvl) 120%

Intelligence (+4%/lvl)          93%
Wilderness Survival (+5%/lvl)   91%
Disguise (+5%/lvl)             101%
Forgery (+5%/lvl)               96%
Cooking (+5%/lvl)               96%

Find Contr. & Ill. Weps. (+5%/lvl)  92%
Pick Pockets (+5%/lvl)              91%
Seduction (+3%/lvl)                 96%
Streetwise (+4%/lvl)                91%
Pick Locks (+5%/lvl)                96%
Concealment (+4%/lvl)               91%

Basic Electronics (+5%/lvl)         96%
Basic Mechanics (+5%/lvl)          105%
Electrical Engineer (+5%/lvl)      106%
Mechanical Engineer (+5%/lvl)      105%
Weapons Engineer (+5%/lvl)         110%
Robot Mechanics (+5%/lvl)          106%
Robot Electronics (+5%/lvl)        106%
Read Sensory Instruments (+5%/lvl)  96%
Chemistry (+5%/lvl)                 96%
Chemistry: Analytical (+5%/lvl)     96%
Computer Operation (+5%/lvl)        96%
Computer Programming (+5%/lvl)      96%
Computer Repair (+5%/lvl)           98%
Astrophysics (+5%/lvl)              96%
Art:Sculpture (+5%/lvl)             91%
Anthropology (+5%/lvl)              76%
Biology (+5%/lvl)                   98%
Paramedic (+5%/lvl)                 96%
Research (+5%/lvl)                 120%

Pilot: Helicopter (+5%/lvl)        101%
Pilot: Jet Aircraft (+4%/lvl)      103%
Piot: Jet Fighter (+5%/lvl)        103%
Business Finance (+5%/lvl)          98%
T.V./Video (+4%/lvl)                96%
Criminal Sci./Forensics (+5%/lvl)  106%
Holistic Medicine (+5%/lvl)         98%
Cryptography (+5%/lvl)             101%
Surveillance Systems (+5%/lvl)     105%
Pathology (+5%/lvl)                108%
Medical Doctor (+5%/lvl)       109/100%
Optic Systems (+5%/lvl)            106%
Sewing (+5%/lvl)                    95%
Impersonation (+5%/lvl)             91%
Tracking (+5%/lvl)                 101%
Pilot: Jet Packs (+4%/lvl)         112%
Pilot: Hovercraft (+5%/lvl)        105%
Navigation  (+5%/lvl)              111%
Computer Hacking  (+5%/lvl)        106%
Automotive Mechanic (+5%/lvl)      103%
Aircraft Mechanic (+5%/lvl)        103%
Armorer(Field) (+5%/lvl)           109%
Locksmith (+5%/lvl)                108%
NBC Warfare (+5%/lvl)               98%
Safecracking (+4%/lvl)              96%
Botany (+5%/lvl)                    96%
Carpentry (+5%/lvl)                 96%
Underwater Demolitions (+3%/lvl)   120%
Art: Painting (+5%/lvl)             91%
Hunting
Identify Plants & Fruits (+5%/lvl) 103%
Weapons Systems (+5%/lvl)          108%
Law(General) (+5%/lvl)              98%
Writing (+5%/lvl)                   98%
Photography (+5%/lvl)               98%
Land Navigation (+4%/lvl)           97%

Acrobatics & Gymnastics
- Sense of Balance (+3%/lvl)       106%
- Walk Tightrope (+3%/lvl)         106%
- Climb Rope (+2%/lvl)             101%
- Back Flip                   automatic
- Parallel Bar/Rings (+3%/lvl)     106%
Athletics(General)
Bodybuilding and Weight Lifting
Radio: Satellite (+5%/lvl)         101%
Prowl (+5%/lvl)                    111%
Swimming (+5%/lvl)                  98%
SCUBA/Advanced Swimming (+5%/lvl)   98%
Wrestling
Detect Ambush (+5%/lvl)             78%
Escape Artist (+5%/lvl)             78%
Interrogation (+5%/lvl)             88%
Kickboxing +1ps, +1pe, +8sdc
Fencing +1d6 dmg with swords
Forced March +2pe, +3spd, +10sdc
Outdoorsmanship +1pe, +10sdc
Pilot: Robots and P.Armor (+5%/lvl) 108%
Bushido

+1 Sexy-Smart Skill Program
Basic Brain Embiggening: +2d4 IQ and +1d4 ME
Basic Brain Enhardening: +2d4 ME  and +1d4 IQ
Basic Personal Hottening: +2d4 PB and +1d4 MA
Basic Personal Charmening: +2d4 PB and +1d4 MA

WP Skills
Energy Pistols Aimed +5/ Burst +3
Energy Rifles Aimed +5/ Burst +3
Semiauto Pistol Aimed +5/ Burst +3
Revolver Aimed +5/ Burst +3
Auto and semiauto Rifles Aimed +5/ Burst +3
Shotgun Aimed +5/ Burst +3
Heavy Weapons Aimed +5/ Burst +3
Axe +2 strike/parry +1 strike thrown
Blunt +2 strike/parry
Knife +2 strike/parry +1 strike thrown
Sword +2 strike/parry
Targeting(throwing/missile weapons) +3 strike thrown
Heavy Energy Weapons Aimed +5/ Burst +3
Bolt Action Rifle Aimed +5/ Burst +3
Sub-Machinegun Aimed +5/ Burst +3
Spear +3 strike/parry +1 strike thrown
Staff +2 strike/parry +1 strike thrown
Paired Weapons(All)
Sniper +2 to strike when sniping
Shield +1 strike/ +3 parry
Chain +2 strike/parry
Archery and Targeting +4 strike/ +1 parry

Hand to Hand: Wrestling (+2 PS, +1 PP, +2 PE, +15 SDC)
Grasping Hand Atemi
3 Body Hardening/Martial Art Techniques/or Special Katas.
Zanshin
Tamashiwara
Stone Ox

Level Advancement Bonuses
1st +2  to Maintain Balance,  +3  to  Roll with Punch/Fall/Impact,Critical  Strike  from  Behind
2nd +2 to Hold/Lock*, +1  to Body Flip/Throw
3rd +1 to Damage, +1 to Dodge
4th +1  Attack per Melee, +1  to Roll with Punch/Fall/Impact
5th  +2  to  Body  Flip/Throw  (Does  2d6  damage,  instead  of theusual  Id6), Critical Strike/Throw on Natural  18,  19,  or 20
6th   Select   one   additional   Martial   Arts   Power   from   BodyHardening Exercises
7th  +1  to Hold/Lock*, +2 to Maintain Balance
8th  +1  to Strike, +1  to Parry/Dodge
9th  +1  Attack per Melee
10th  +2 to Roll with Punch/Fall/Impact, +1 to Damage
llth  +1 to Body Flip/Throw, +1 to Maintain Balance
12th  +1  Attack per Melee
13th  +2 to Dodge, +1  to Hold/Lock
14th +2 to Maintain Balance, +1  to Roll with Punch/Fall/Impact
15th   Select   one   additional   Martial   Arts   Power  from   BodyHardening Exercises or Martial Arts Techniques.

Hand to Hand: Ninjutsu (+2 MA, +1 PS/PP/PE, +4 Spd)
3 Art of Invisibility
Art of Escaping
Art of Vanishing
Art of Evasion
2 Body Hardening/Martial Art Techniques/or Special Katas.
One Life, One Shot, One Hit, One Kill
Iron Hand

LEVEL ADVANCEMENT BONUSES
1st + 3   to Roll with Punch/Fall/Impact, + 1   to Strike, Critical Strike on Natural 20,  Critical  Strike from Behind.
2nd + 1   to  Parry/Dodge, + 2   to Roll/Knock-Down.
3rd + 1   Attack per Melee,  + 1 to Leap (Add 4ft to Leap Distance).
4th + 1   to  Strike, + 2   to  Back Flip/Cartwheel.
5th Select One (1) Additional Martial Art Skill.
6th + 1   Attack per Melee,  + 2 to  Roll/Knock-Down.
7th Knock-Out/Stun on  natural 19  or 20,  +2 to  Leap (Add 4ft to Leap Distance).
8th Critical Strike on Natural 18 or better, Death Blow on a roll of natural 20.
9th + 1   to  Parry/Dodge,  + 1 to Backflip/Cartwheel.
10th + 1   to  Leap (Add 4ft to  Leap Distance),  + 2 to  Damage.
11th + 1   Attack per  Melee,  Select One (1) Additional Martial  Art Power from Invisibility,  Body Hardening,  or  Martial Art Techniques, or  Special Katas.
12th + 2   to Roll with Punch/Fall/Impact.
13th Death Blow on  roll  of 19 or 20,  + 1 to RolllKnockdown.
14th + 2   to  Back Flip/Cartwheel,  + 2 to  Damage.
15th + 2   to  Roll  with PunchlFall/Impact, Add  One (1) Zenjorike Power.


Weapons
[ ] 2 Steel Alloy Fighting Batons  (+1 to stk, +2 to pry, +4 to dmg)
- 2d4
[x] Titanium/Silver alloy Falchion (+1 to stk, +2 to pry, +4 to dmg)
- 2d6
[x] Vanadium Steel Battle Axe      (+1 to stk, +2 to pry, +4 to dmg)
- 3d6
[x] 16 Steel Alloy Throwing Knives (+1 to stk, +2 to pry, +4 to dmg)
- 1d6
[x] "Mjolnir" Spectra-Alloy Halligan Tool (aka SWAT Entry Tool)
- 1d8


[ ] LAR Grizzly .44mag Pistol
- Standard Ammo:6d6, Explosive Ammo:9d6
-
[x] ST Rem 1187 Tactical Shotgun
- AP Ammo:1d4x10, GLASER Ammo: 1d6x10, HE Ammo: 1d6x10
- Buckshot Ammo:6d6, Baton Ammo:Non-Lethal
-
[x] DocMod SBR SA58 OICW Automatic Rifle .338Norma
- Standard Ammo:6d6, DPU Ammo:12d6, +2 to hit
-


Body Armor
[x]Modified Class IV Military Hard Armor AR 19, SDC 308
-Multi-Optics Helmet w/ High Tech Gun Sights(Thermal and Motion Tracking).
-Enhanced Audio Pick-ups and Sound Filtration
-Air filtration, Resistant to Heat and Cold.
-Built in load bearing gear and box-pack.
-Magnetic weapon mounts and modular sling.

[x]Concealed Flexible Body Armor AR Special SDC 40




Other Gear
[x]Miniaturized Portable Scan Dihilator
[x]Miniaturized Portable Lab
[x]Mini-signal cartridges (red, blue, and green)
[ ]Slimline Multi-optics Helmet (built in a mask)
[ ]Gas Mask and Filter (built into the helmet)
[x]Body cam and recorder.
[ ]Electronic Amplified Hearing/Sound Filtering ear buds.
[x]Miniaturized SLR60/Spike launch rod and climbing line
-300ft line, 2000lb test.
[x]Miniaturized Motion Detector
[x]Micro Listening Devices
[x]Miniaturized Field Radio
[x]Miniaturized Psychological Stress Detector (a form of lie detector)
[x]Superior Lock Pick Set

This message was lightly edited by the GM at 02:49, Sun 04 Apr 2021.
Shadowbourne
player, 16 posts
Courier, Runner, Smuggler
Sun 4 Apr 2021
at 02:50
  • msg #5

Character Sheets Unlimited!

Shadowbourne:
Name: Shadowbourne
True Name: Anton Jakova
Occupation: Courier/Smuggler, Part-Time Demon Hunter
Alignment: Unprincipled (previously Anarchist)
Attributes:
Human: IQ 12, ME 23, MA 12, PS 19, PP 31, PE 27, PB 10, Spd 30
Deevil: IQ 12, ME 23, MA 20, PS 25, PP 35, PE 27, PB 10, Spd 120
Age: 27  Identifies: Male
Height: Six foot, two inches. Weight: 169 lbs.
Experience: 5th Level
Hit Points: 65
S.D.C. 212   Armor Rating: 10
PPE: 110/220 in Darkness. PPE per Encounter
Assets: Freedom, Courier allows for ease of movement in unusual locations, often expected
Liabilities: Respectability, Shady, Unsavory. Known past as Criminal
XP Expenditures: 1000 for 10 Attribute Points, 1000 for Extra Skill Program/Professional Thief, 3000 for 3-5 Extra Spells, 1000 for Extra 100%(applied 33% each to Prowl and Detect Ambush, 34% to Detect Concealment).

Power Categories: Deevil Bestowed (2), Corrupted Good
  • Darkness Powers: APS Shadow, Shadow Meld, Shadow Stepping, Shadow Trap
  • Arcane Knowledge: Shadow Magic

Deevil Abilities: Bio-Regeneration 1D6 HP/SDC per Melee Round, Deevil Tough +52 SDC, AR 10, Skill: Prowl +15%, Magically Knows all Languages, Horror Factor 13, Sense/Track Supernatural: 80% to Sense/45% to Track, 200 ft Range.
Power of Darkness/Shadows
  • Alter Physical Structure Shadow(Semi-Intangible/Vulnerable to Light Based Attacks, Shadow Based Powers, Magic, Psionics and Shadowbeasts. Shadow Walk,Travel through connected shadows at double speed, reappears between shadows. Shadow Form, Two Dimensional Form, Alterable Form, Permeate Small Openings and Translucent Material/ 50 Minute Duration. Shadow Cloak/Umbral Undertow, pull a target into Shadow Form with him. Nightvision 1000 ft. Shadow Bolt, 150 ft, 4D6 Damage, Uses All Melee Actions. +2 to Horror Factor, Recognize Vampires/Creatures of the Night. Note: Light(1D6) and Light Based Attacks do Double Damage.). Shadow Meld(Undetectable in Shadows), Shadow Stepping(Teleport from Shadow to Shadow, 150ft Range.), Shadow Trap(4D6+10 Damage, Stunned, Lose 1D4+1 Attacks/Actions, 2 Traps, 25 Minute Duration, 10 ft Area, 50 ft Range)


Arcane Knowledge: Shadow Magic. PPE: 76 at base(+2D6/Level).
  • Darkness(6),Ominous Shadow(6), Shadow Defense(10), Shadow Displacement(8), Shadow Strike(6), Multiple Image, Manipulate Shadows(20), Shadow Boxer(20), Life Drain(25), Shadow Pocket(30), Shadow Pool(30), Shadow Puppet(24), Shadesword(22), Shadow Tendril Bolts(30), Eyes in The Dark(14), Wrapshadow(10), Shadow Trap Spell(30), Whispering Shadows(8), Wall Of Darkness(15), Shadow Reach(2), Shadow Tentacles(10)


Achilles Heel: Pure Iron does Double Damage. Weapons of Silver or Bone do Normal Damage. Deevil/Demon Slaying Weapons do Extra Damage. Deevil Marked. Special: Deevil/Creature contained within him is a Shadow Beast. As such, there is a chance that someone casting a Summon Shadow Beast Spell will summon Shadowbourne instead( 5% cumulative per level of experience of Caster/Summoner).

Combat Training: Martial Arts
Number of Attacks: 5
Bonuses(Note: Bonuses are listed as Human/Deevil to represent Transformation.):
Initiative +1/+3
Strike +9/+11
Parry +12/+14
Dodge +14/+16
Roll with Punch +8
Coma/Death 24%
Magic/Poison +7(+9)
Possession +4
Horror Factor +4
Psionics +6/+8
Insanity +4
Perception +4

Education/Skill Programs
Espionage
Detect Ambush 98%
Intelligence 63%
Wilderness Survival 65%
Escape Artist 65%
Detect Concealment 94%

Professional Thief
Climbing 65%/55%
Locksmith 45%
Prowl 98%
Surveillance Systems 50%

Physical
Athletics -
Running
Parkour 85%: Forward Flip(5 Forward Flip/+1 to Strike and Dodge), 8 ft Horizontal Leap/11ft with Running Start(+1 to Dodge), Leap Down 20 ft(+1 to Roll), Wall Leap 4ft(+1 to Dodge), Wallrun(6ft to 12ft/+2 to Dodge), Running Cartwheel(5 Cartwheels/+1 to Dodge), Running Somersault(3 Somersaults/+1 to Dodge), Special Dodging(All Dodging does not use Melee Action), Tumble/Roll Landing(+2 to Roll/12 ft Drop), Vault( 6ft/+2 to Dodge). Melee Attacks convert to TWO non-combat actions per attacks.(Note: Some Improvements to Gymnastics)
Gymnastics: Balance 77%(87%), Bars/Rings 87%, Climb Rope 83%, Back Flip 93%(5 Backflips/+1 to Strike and Dodge)

Secondary
Pick Locks 50%
Concealment 45%
Streetwise 50%
Lore: Demons/Magic 45%
Ventriloquism 36%
WP: Knives, +1 Thrown, +1 Strike, +2 Parry
WP: Paired -
WP:Targeting +2 Thrown


Equipment:
(2)Large Magical Karambits(Enhanced Damage): 2D4 + PS Damage, Considered Magical. (6)Throwing Blades(Silver): 1D6 Damage. (4)Throwing Blades(Iron): 1D6 Damage.
Reinforced Clothing: Extra Large Hoodie, Running Shoes, Workout Pants AR 12, SDC 35
Armored Courier Bag: AR 14 SDC 50

Hook: The Artifact he was transporting was a Todesschatten(Death Shadow), a NAZI Occult Weapon developed by a NAZI Occultist(Iron Blooded Sorcerer). Concept was a Mystical Grenade that would have been thrown/planted to summon/release a Shadowbeast upon Allied Troops. The eruption of Magic set it off.  There was two other Todesschatten that shattered, they were the ones that destroyed his Bratva Brothers.The real hook is the Iron Blooded Sorcerer is STILL alive and has been re-empowered, just like the grenade was. He/She? Is looking for the rest of the Occult armament they had created...actively tracking it down and reclaiming in preparation for the release of the New Reich.

Gecko
player, 21 posts
Sun 4 Apr 2021
at 02:58
  • msg #6

Character Sheets Unlimited!

Name: Gecko, fomerly Pitstop
True Name:  Diego Jimenez
Player: phoenix9lives
Super Power Category: Mutant (Accident-Chemical, Experiment-Chemical/Radiation)
Education Level: Military Specialist, Trade School
Alignment: Scrupulous Occupation:
Experience Level:  05    Experience Points:  20000
Hit Points:   108/108  SDC (natural): 298 /298  Chi:  70
Armor Rating:  n/a  SDC (artificial):  40/40
Height:  5' 6" Weight:  160 lbs Age:  50  Sex:  Male
Eye Color:  Brown   Hair Color:  None    Land of Origin: USA
Birth Order:      Disposition:


IQ:  15    :  +0% to Skills, +0 to Perception
ME:  25 (07)    :  +8 vs Insanity, +5 vs Psionics
MA:  17    :  45% Trust/Intimidate
PS:  21    :  +6 Damage, Lift 210#, Carry 420#
PP:  22    :  +4 to Strike/Parry/Dodge
PE:  35 (14)    :  +8 vs Poison/Magic, +35% vs Coma/Death
PB:  11    :  0% Charm/Impress
Spd: 440 (23)    :   8800 (460) yds/minute,  6600 (345) ft/Melee, 1100 (57.5) ft/Attack, 300 (16.5) mph
03 vs. Lethal Poison
05 vs. Non-Lethal Poison
04 vs. Harmful Drugs
0% Charm/Impress
04 vs. Insanity
05 vs. Psionics
+80% vs. Coma/Death
02 vs. Spell Magic
05 vs. Ritual Magic
+0 vs. Mind (var.)
+0 vs. Horror (var.)
------------------------------------------------------------------
SKILLS {Mitary Specialist (Select Basic Military, other Military/Espionage
(+20%), Espionage (+14%), 1 Modern
Weapons,  One other  (No Science, +10%)
and 5 Secondary skills.)
}
    Everyman
  • Language(s):  Native (+25%) @ 75%, +5%/level
            (English, Spanish)
  • Literacy:  Native (+20%) @ 50%, +5%/level
             (English, Spanish)
  • Pilot: Automobile @ 60%, +2%/level
  • Basic Mathematics @ 45%, +5%/level


    • Basic Military
    • Hand to Hand:  BasicBoxing
    • Running
    • Climbing @ 85%, +5%/level (+30% feet, +30% tail)
    •      Rappelljng @ 75%, +5%/level (+30% feet, +30% tail)
    • Military Etiquette @ 85%, +5%/level
    • Radio:  Basic @ 85%, +5%/level
    • WP:  Rifle (+4 Aim, +2 Burst)


    • Explosive Ordnance Disposal
    • Basic ElectronicsChemistry  @ 70%, +5%/level, or
    • Basic Mechanics @ 70%, +5%/level
    • Demolitions @ 92%, +3%/level
    • Demolitions Disposal @ 92%, +3%/level
    • Underwater Demolition @ 82%, +4%/level


    Hand-to-Hand:  Martial ArtsSCUBA @ 85%, +5%/level
    Tracking @ %, +5%/level
    Sniper
    Detect Ambush @ 65%, +5%/level
    Intelligence @ 63%, +4%/level
    Wilderness Survival @ 65%, +5%/level
    Detect Concealment @ 60%, +5%/level
    Interrogation @ 75%, +5%/level

    • Modern Weapons
    • Heavy Military Weapons (+4 Aim, +2 Burst)
    • Shotgun (+4 Aim, +2 Burst)
    • Submachinegun (+4 Aim, +2 Burst)


    • Communications
    • Basic Electronics @ 60%, +5%/level
    • Radio:  BasicSatellite @ 50%, +5%/level
    • Electronic Counter Measures@ @ 55%, +5%/level
    • TV/Video @ 56%, +4%/level
    • Optic Systems @ 60%, +5%/level


    • Characteristics and Super Abilities Skills
    • Escape if handcuffed, hands/feet tied or chained @ 84%
    • Escape if whole body bound or in strait
      jacket @ 51%, +1%/level
    • Chances of being unseen:
         90% Undetectable if completely still.
         7O% Undetectable if moving 2 feet (0.6
          m) per melee or less.
          20% Undetectable if moving 6 feet (1.8
          m) per melee round.
    • Adhesion Climbing @ 90% (+30% feet, +30% tail)
    • Natural Prowl Skill @ 90%, +5%/level
    • Reanimation and Restoration @ 70%,
         +5%/level


        Surrendered for Martial Art
    • Martial Art Form:  Arnis/Escrima/Kali/
      Petjut Kilat Silat
              (+2 PP, +2 PE, +12 SDC, +4 SPD)
    • Language/Literacy:  Tagalog @
         75%/55%, +5%/level
    • One Physical Skill:  Fencing
    • Cultural Skill:  Cooking @ 65%, +5%/level
    • Cultural Skill:  Cooking (professional,
         +10%)
    • Weapon Kata:  Blunt (7th level, +2 Strike/Parry)
    • Weapon Kata:  Knife (7th level, +2 Throw, +2 Parry, +2 Strike)
    • Weapon Kata:  Short Sword (7th leve, +3 Strike/Parryl)
    • Weapon Kata:  Paired Weapons-All
      above weapons, in any combination.
      Weapons can be used with all techniques,
      including Disarm, Holds, Locks, Parries,
      and Throws.
    • Martial Arts Power (1):  Weapon Kata-Spear (+3 Strike/Parry, +3 Throw)
    • Martial Arts Power (1):  Weapon Kata-Staff (+2 Strike, +2 Parry)
    • Martial Arts Power (8):
    • Martial Arts Power (13):


    • Law Enforcement
    • Hand to Hand:  BasicWrestling
    • WP:  Handgun (+4 /5 Aim, +2 Burst)
    • Criminal Science/Crime Scene Investigation @ 65%, +5%/level
    • Law (General) @ 55%, +5%/level
    • Surveillance Systems/Tailing @ 50%, +5%/level



    • Advanced Pilot
    • Navigation @ 80%, +5%/level
    • Sensory Operation @ 60%, +5%/level
    • Parachuting @ 70%, +5%/level
    • Boat:  Motor and Hydrofoil @ 85%, +5%/level
    • Pilot:  Airplane @ 76%, +4%/level
    • Air-to-Air Combat
    • Pilot:  Helicopter @ 65%, +5%/level



    • Computer
    • Basic ElectronicsComputer Repair @ 55%, +5%/level
    • Computer Operation @ 70%, +5%/level
    • Computer Programming @ 60%, 5%/level
    • Cryptography @ 50%, +5%/level


    • Criminal
    • Streetwise@ 46%, +4%/level
    • Picklocks @ 60%, +5%/level
    • Concealment @ 46%, +4%/level
    • Palming @ 50%, +5%/level
    • Safe-Cracking @  46%, +4%/level


    ------------------------------------------------------------------
    [olist]SECONDARY SKILLS
  1. Housekeeping
  2. Wardrobe and Grooming
  3. First Aid
  4. Swimming
  5. WP:  Targetting/Missile (+3 Strike,
  6. 3-Identify Plants and Fruits @ 45%, +5%/level
  7. 3-Track and Trap Animals @ 40%, +5%/level
    6
    6
    9
    9
    12
    12

------------------------------------------------------------------
Hand to Hand Type:  Arnis
skillbonusskillbonus
Attacks per melee5,+1To Strike+8
Parry+13Dodge+15
Auto Dodge+6Damage+6
Roll+ Initiative+6
Leap KOBehind, Called Nat 20
CriticalBehind, Nat 20StunCalled Nat 20Disarm</td
DeathblowPull Punch+5
Body Flip/Throw  Maintain Balance+2

COMBAT SKILLS
Escape MovesRoll With Punch/Fall/Impact, Maintain Balance
Attack Moves 0
Basic Defensive Moves Dodge, Parry, Automatic Parry
Advanced DefensesCombination Parry/Attack, Power Block/Parry (1d6+PS), Multiple Dodge, Circular Parry, Automatic Dodge, Auto-Disarm
Hand AttacksStrike (1d4), Backhand (1d4), Elbow (1d6), Knifehand (1d6), Forearm (1d4)
Basic Foot AttacksKick (2d4), Snap Kick (1d6), Roundhouse (), Trip/Leghook, Axe Kick ()
Special Attacks Body Flip/Throw (1d6), Body Block/Tackle (1d4), Automatic Body Flip/Throw
Holds/Locks Pin/Incapacitate 20+, Crush/Squeeze (1d4), Elbow Lock, Neck Lock, Torso Hold, Wrist Lock
Modifiers to Attacks Pull Punch, Critical Strike, Critical From,
Behind/Rear, Deathblow


---------------------------------------------------------------
POWERS/EQUIPMENT/NOTES
Original Mutant Characteristics:
     Tough, Lumpy skin-+30 SDC, -1 PB.
Has ridges along head, front to back to
converge at the base of his skull, and
across shoulders, along forearms, and shins/calves.
     No Body Hair Whatsoever.
     Double-jointed-+2 to Roll with Punch/Fall/Impact, Contort to 1/2 width,
Flatten from chest to shoulderblades by
1/2, and ¼ height.  Escape if handcuffed, hands/feet tied or chained @ 84%,
Escape if whole body bound or in strait
jacket @ 56%, +1%/level.
     Unusual Skin Color-Stark white
     Prehensile Feet-+1 Dodge, +30% to
Climb and Rappel (or base skill 30%), has
-25% skill with feet for computers, pick
locks, pick pockets, highly technical skills
are at -30% with a max skill of 30%.


Original Mutant Super Abilities

Extraordinary ME
(A very mentally stable, strong willed and striking personality
that is difficult to mind control, suppress or break. This guy has a
will of iron.
Bonuses: In addition to M.E. attribute bonuses ...
lncrease M.E. to 21 +2D4.
Needs a 12 to save vs psionic attack (plus M.E. bonus).
+6 to save vs mind altering drugs.
+6 to save vs Horror Factor.
+6 to save vs possession.
+1 to save vs magical illusions.)

Extraordinary PE
(An extremely tough individual who can withstand a great
amount of physical strain or punishment. Fatigues at one tenth
the normal rate.
Bonuses:
Add 1D6+5 to the P.E. attribute; take note of bonuses to save
vs toxins and coma (see P.E. attribute bonuses).
Add 4D4x10 S.D.C.
Add 3D6 to Hit Points, plus 1 D4 per level of experience.)

Extraordinary Speed
(The ability to move and run faster than most vehicles without
tiring. It also enables the character to sidestep attacks without
losing an attack.
Bonuses:
Speed 220 mph (353 km), plus 20 miles (32 km) per level of
experience!
+50 to S.D.C.
+1 attack per melee round.
+I on initiative at levels 1, 3, 4, 5, 7, 9, 11, 13 & 15.
+2 to strike.
+3 to parry.
+2 to pull punch.
+4 to roll with punch or fall.
+6 to dodge by moving, running or diving out of the way.
+2 to automatic dodge; can dodge an attack without using up
a melee action.
+4 to damage for every 20 mph (32 km) of speed. The best a
punch or kick can do from a standing still position is 40 mph (64
km), adding +8 to damage.)

Healing Factor
(This power provides incredible recuperative abilities and im-
munity to disease and toxins.
Bonuses:
+2D4 to the P.E. attribute.
+2D6+6 to Hit Points
+25 to S.D.C.
+20% to save vs comddeath.
+3 to save vs magic, poison and toxins (this is in addition to
the P.E. bonuses).
+3 to save vs psionic attacks.
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.)

Heightened Sense of Awareness
(The character has an uncanny awareness
of people nad events around him.  This
ability manifests itself as a strange
sense of dejà vu and readiness as he
anticipates the events unfolding around
him a scant second or two before they
happen.  This enables the hero to avoid
dangerous situations, help others, or
to make the best choice and be ready
for actoon.
Bonuses:  Due to his preparedness, the
character doesn't usually suffer from
surprise and is +2 on initiative, +1 to
roll with punch/fall/impact, +2 to save
vs Horror Factor, and gets an automatic
dodge.

Experiment-induced Mutant Characteristics
     Prehensile Tail-3d4 feet (9'), +1 attack, +1 Strike and Parry, the tail is +5 to dodge,
+20% Climb, Lizard-like, support full body weight, lift 1/3 (. lbs), drag half ( lbs) but at
⅔ Spd (.).
     Scaly Skin:  +30 SDC
     Odd Skin Color:  Gray scales
     Odd Facial Features:  Animal-
Lizard-like features, including tongue.
     Small Horns:  1", run along head ridges


Experiment Sponsor:  Private Industry
(Remnants of a criminal organization
gone "legitimate".)
Nature of Experiment:  chemical and radiation, as well as surgical procedures
without anaesthetic.
Additional Powers:  2 major, 1 minor

Chameleon
(A truly unique power that allows the person to blend into and
adapt to his environment.
1. Chameleon is an ability that enables the character to
change color and texture to blend into his environment. A sort of
bio-aura surrounds the character so that even his clothes seem
to change and adapt to the surrounding area. Movement de-
stroys the effectiveness of the chameleon ability.
Chances of being unseen:
90% Undetectable if completely still.
7O0I0 Undetectable if moving 2 feet (0.6 m) per melee or less.
20% Undetectable if moving 6 feet (1.8 m) per melee round.
Totally ineffective if moving any faster.
Duration: Indefinite; can use power at will.
2. Adhesion: The ability to stick to surfaces. The power is
identical to the minor super ability of Adhesion described earlier.
3. Hold Breath for up to 10 minutes.
4. Feign Death by lowering one's body temperature and res-
piration. This requires five minutes of preparation and meditation.
It can be maintained for 10 minutes per level of experience.
While feigning death, the character is only vaguely aware of
what's happening around him, but is fully aware of anything done
to his body, and can snap out of the fake death trance in a heart-
beat.
5. Natural Prowl Skill is 60% +5% per each additional level of
experience.
6. Other Abilities and Bonuses:
+lo% to the disguise and impersonation skills.
+5% to the climb and wilderness survival skills)

Divine Healing
(This power gives the super being great
healing powers he can use on himself
and others, without any medical
knowledge.
1 Enhanced Healing:  can instantly
regenerate 4d6 hit points or SDC up to
three times a day at the moment he
needs them for himself.Otherwise, the
super being recover one SDC every 10
minutes, six per hour, and recovers
one hit point every 20 minutes, three
per hour.
No scarring when healed and broken
bones heal five times faster than
normal  This means that a leg fracture
in several places will be completely
healed 16-20 days instead of the normal
11-15 weeks.
Fatigues at one tenth the rate of a
normal human.
Sustains only half damage from cold,
fire, and poison.

2 Limb Regeneration:

3 Longevity:

4 Healing Trance:

5 Healing Others:

6 Reanimation and Restoration:

7 Other Abilities and Bonuses:
+2d6 hit points per level, rather than
the usual 1d6.
+1d6x10 to SDC.
+1d4 to MA and PE attributes.
+25% to save vs coma/death.
+6 to save vs poisons/toxins and drugs.
+4 to save vs disease.)
Combined Actual Healing Rate:  1 SDC
per 3 minutes (20/hour) and 1 hit point
per 10 minutes (6/hour).

Supervision:  Nightvision
(The ability to see clearly in darkness. This includes total dark-
ness.Range is equal to normal vision.)

----------------------------------------------------------------------
EQUIPMENT
Clothing worn
Spare set of clothing
Portable police scanner
Portable CB (Mud-duck)
100' nylon rope
2 pair of handcuffs
Daypack
Dufflebag
Pen flashlight
Flashlight and set of spare batteries
Binoculars
Digital voice recorder
Burner Smartphone and quickcharger
First responder kit
Multitool
Pocket knife (+3 Strike/+5 Parry, 1d4+9)
Pair of combat knives (+4 Strike/+6 Parry, 2d4+9)
Paraordnance P-14 (.45)-4d6, 165'
     4 magazines (13 rounds each) and 100
     roundss (2 boxess)
Ithaca stake-out 12 guage shotgun-5d6, '
     Modified with mag extension to 8 tube
     (5 shell side-saddle, 15 shell sling-
     15; and two 25 shell bandoleers-25,
     25) and 100 shot shells (4 boxes-25,
     25, 25, 25)
4 pack slimpack throwing knives x4
     1d4, ', single
Pair of extendable batons-2d4+6

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MONEY
Salary:  $
On-hand:  $143.00
Savings:  $6000.00
Other Valuables:
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BELONGINGS
Suit of flex-steel armor
Team radio commujicator
Two sets of clothes
Multi-tool
Survival knife
Paraordnance P-14 (.45) (4
     magazines) and 100 rounds (2 boxes)
Ithaca stake-out 12 guage shotgun (5 shell
     side-saddle, 15 shell sling, and two 25
     shell bandoleers) and 100 shot shells 4
     boxes)
Slimpack throwing knives (4pk) x4
Pair of extendable batons
CB/police radio and 3 sets batteries
100' nylon cord
a pair or two of handcuffs
utility belt with pistol holster, 3 mag-pouch,
     2 handcuff pouches, 2 baton holsters
backpack
duffle bag
magnifying glass
pen-sized flashlight and 3 sets batteries
Mag-lite flashlight and 3 sets batteries
Inexpensive pair of binoculars
Pocket digital recorder
Digital camera and four SD cards.
Lockpick set
Lock release gun
Sleeping bag
Backpacker tent
Four 1 quart canteens with pouches
16 bungee cords (used to secure his stuff
     to girders and other high places)
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ASSETS:

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LIABILITIES:
This message was last edited by the player at 21:49, Fri 02 July 2021.
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