Cole Brooks' Stuff
Codename: Doctor Aether
Character Name: Eduard Voltaire
Player: Coley
Alignment: Scrupulous
OCC: Empowered Hero
Impairment: Stranded in the Aethereal Realm.
Emotional Inspiration: A Debt to Be Paid.
Compensation: Super Abilities to Compensate.
Education Level: Ph.D: Brother of Physics (College)
Experience Level: 3
Experience Points: 0
Nat AR: 00
SDC: 45 + 40
HPs: 20
CArm: 000
ISP: 000
PPE: 75
Chi: 000
Normal Attributes
IQ: 24 +10%
ME: 24 +5/+7 vs Psionics and Insanity
MA: 18 50% Trust/Intimidate
PS: 10 +0 Carry 100lbs(45.5kg), Lift 200lbs (91.0kg)
PP: 10 +0 Strike/Parry/Dodge
PE: 15 Save vs Coma/Death +3%, Save vs Disease/Magic/Poison/Toxins +0
PB: 14 20% Charm/Impress
Spd: 15 10mph(00kph)
Combat Bonuses
Attacks Per Melee: 5
Armor Rating : 0
Initiative: +2
Strike: +3
Dodge: +5
Parry: +5
Roll: +7
Pull Punch: +2
Disarm: +0
Flip/Throw: +0
Crit: 20
KO: 20
Combat Maneuvers
Entangle
Disarm
Body Block/Tackle 1d6
Restrained Punch 1d4
Punch 1d6
Power Punch 1d8
Backhand 1d6
Elbow 1d6
Kick 1d6
Karate Kick 2d4
Tripping/Leg Hooks No damage, Knocked down
Arm Hold
Body Hold
Pin/Incapacitate 20
Backflip
Automatic Knockout on Nat 20
Dodge
Parry
Automatic Dodge
Roll with Impact
Saving Throws
Lethal Poison (14): +0
Non-Lethal Poison (16): +0
Harmful drugs (15): +0
Insanity (12): +7
Disease (14): +0
Psionics (12): +5
Horror Factor (varies): +10
Spell Magic (12): +5
Ritual Magic (16): +5
Illusion (14) +5
Possession (14) +5
Special Abilities / Powers
Major Power: Aethereal Force Manipulation (PU3 pg64)
The super being can generate and manipulate a force that is neither energy
nor matter, but something akin to Telekinesis.
1. Lift and Hold Objects: Similar to Telekinesis, the pulling force can be
used to lift/drag objects or people into the air and hold them there.
The object/victim can be made to fly across the room or to simply be
suspended a few feet off the floor. The object or victim being held by
this power can also be spun around, flipped upside down or moved around
as desired. But this power is not Telekinesis, so it cannot be used to
flip switches, push buttons or perform any fine manipulation of the objects
being held.
Maximum Weight: 500 pounds (225 kg) + 100 pounds (45kg) per level of
experience.
Range: 200 feet (61 m) +20 feet (6.1 m) per level of experience.
Duration: The object can be held suspended until the character ceases his
concentration.
Damage: The object/victim being held can be smashed off the ground or other
solid object, taking 2D6 points of damage.
Attacks per Melee: Fortunately, only minimal concentration is required ,
enabling the character to engage in combat or other actions while using this
ability. However, the character must spend one melee attack/action per round
to maintain the effect. Failure to do so means the object/victim being held
comes crashing to the ground. Multiple objects can be held, provided that the
character has sufficient attacks/actions per melee round to hold each of them.
Bonus: +6 to strike when slamming the held object/victim off a specific target.
2. Crush Objects: Another ability available with this power is that of crushing
an object/victim held in its pull. The object is crushed by "pulling" its
outsides towards the center with the full force of the power.
Note the object must first be held with the Lift and Hold Objects ability
before it can be crushed, and the attacks/actions per melee needed are
accumulative.
Maximum Weight: 500lbs (225kg) + 100lbs (45kg) per level of experience.
Range: An object already being held and within 200ft (61m) +20ft (6.1m) per
level of experience.
Duration: The object being held can be crushed until the character ceases
his concentration.
Damage: Crushing an object does 6D6 points of damage per melee round.
Attacks per Melee: Slightly more concentration is required than just holding
an object, but the character is still able to engage in combat or other
actions while using this ability. However, the character must spend three
melee attacks/actions per round to maintain the effect. Failure to do so
means the object/victim is released.
Bonus: None.
3. Pulling Heavy Objects: Even heavier objects can be pulled along the ground
with the Force Manipulation. This ability could be used to pull a bus load
of people out of danger, or pull a disabled vehicle out of the way.
Maximum Weight: 3000lbs (1350kg) + 1000lbs(450kg) per level of experience.
Range: 20ft (6.1m) per level of experience.
Duration: The object can be pulled along until the character ceases his
concentration.
Damage: None.
Attacks per Melee: Full concentration is required to pull along an object
this heavy, meaning that the character can not take any other actions while
doing so. He can talk, shout or walk along while towing his burden, but he
cannot use any other powers, or make any other kinds of attacks while this
ability is being used .
Bonus: None.
4. Hurl Heavy Objects: The most devastating use of this ability is to hurl a
heavy object through the air by "pulling" it rapidly towards the target,
then releasing the object at the last moment. While the aiming for such an
attack is difficult, the results are quite impressive. Of course, both the
target and the object being thrown will take damage in the attack.
Maximum Weight: 3000lbs(1350kg) + 1000lbs(450kg) per level of experience.
Range: 20ft (6.1m) per level of experience.
Duration: Instant.
Damage: The target takes 1D4x10 damage per 100lbs (45kg) thrown, the object
being thrown takes half that damage.
Attacks per Melee: This attack requires considerable effort, so it counts as
three melee attacks/actions.
Bonus: +6 to strike, including any P.P. attribute bonus to strike, but no
other bonuses are applicable.
Major Power: Gateways (PU1 pg 73)
The character is able to generate stable corridors that connect different points
on the globe. These gateways appear as shimmering portals of white or silvery energy,
similar to a magical Rift. If one steps through the portal, the person is transported
to the opposite portal opened by the super being. By means of one of these portals
the character could travel from Paris, France to Los Angeles, California with a single
step through the portal.
1. Limitations: First, only the super being with the Gateways power can open and close
these portals, but anyone can step through them once opened. Second, both gateways
must be on the same planet. Third, the creator must have been to a specific location
at least once before in order to mark it as a destination for one of his Gateways,
Range: Unlimited, on the same planet.
Size: Circular in shape, about a 10 foot (3 m) diameter.
Damage: None, cannot be used as a weapon.
Duration: As long as the character concentrates (uses three melee actions per melee)
the Gateway between a pair of locations remains open, but travel between the two is
instantaneous, just step through. It takes one melee round (15 seconds) to open a
new Gateway.
Bonuses: The character is immune to any type of undesired teleportation.
Major Power: Portals (PU3 pg 87)
The character with this power can create portals that function as two-way
doorways over short distances. These Portals can be used for travel, to escape
a locked room or prison cell, as well as a defense or to gain access to places
where he doesn't belong. A Portal will usually circumvent alarm systems and
most defenses and fortifications. A Portal appears as a circle or rectangular
door shape made of crackling energy about 10ft (3m) tall and 5ft (1.5m) wide.
Looking into the energy field reveals nothing about what is on the other side,
you have to go through one to find out where it leads. Consequently, it is best
to know what awaits on the other side of the wall when the portal is created.
1. Portal Travel: At will, the super being can create a portal to travel through
any wall or locked door, or between any two short points. One portal will open
right next to the character, and the other will open a short distance away.
While it is best to have line of sight on both locations, the character can
open a portal to a location that he can not see, provided he knows a little
something about it (it's the basement, a storage closet, the room at the end
of the hall, etc.) and it is in his range. The second Portal opens to that
second, nearby location. Problem is, if the Portal's creator doesn't know what
waits at the second location, the Portal could open directly into traffic,
over a swimming pool, into a room filled with enemies, or other dangers or
problems. With practice, the character can prevent falling damage by opening a
portal just a few feet above the ground and then opening the other right in
front of himself as he falls. This way he will strike the ground after falling
only a few feet and take no damage.
Range: A portal can be made by touch or created up to 10ft (3m) away per level
of experience.
Travel distance can be as short as just the other side of the door, wall, floor
or ceiling, or as great a distance as 300ft (91.5m) +30ft (9.1m) per level of
experience.
Duration: Travel between the two points is done in an instant, but once a Portal
is created , it remains open for 1D4 melee rounds. Its creator cannot shut it
sooner.
Damage: None, although one could step into a dangerous situation. Another danger
is the portals remain open long enough for an enemy or pursuer to follow.
Attacks per Melee: Creating a pair of portals (one at each end; an exit and
entrance portal) counts as two melee attacks/actions.
2. Portal Attack: The portals can be used to perform a simple attack. By opening
a portal beneath an opponent or in front of a rapidly moving one, and opening
the other portal high up in the air, the opponent will fall a great height
(up to the portal's maximum range). The character will have to make a successful
strike roll and the opponent can try to dodge out of the way (at a -4 dodge penalty).
But the attack cannot be parried and armor ratings do not apply against this type
of attack.
Range: A portal can be made by touch or created up to 10ft (3m) away per level
of experience.
Duration: Remains open for 1D4 melee rounds.
Damage: Based on the height of the fall, typically 1D6 per 10ft (3m). The victim
can try to roll with the fall for half damage.
Appearing somewhere you did not expect to be via Portals is not physically damaging,
but is disorienting and requires 1D4+2 melee rounds to figure out what happened,
where you are and where the super being is (or was last) located before you went
through the portals.
Attacks per Melee: Creating a pair of portals counts as two melee attacks/actions.
Bonus: +2 to strike but no other bonuses apply.
Minor Power: Abnormal Energy Sense (PU1 pg9)
This superhuman can sense the presence of abnormal (magic and psychic) energy all
around him, including psionic individuals (I.S.P.), supernatural creatures, and
magic (P.P.E.). The sensitivity is constant and automatic, enabling the character to
feel the psychic emanations when a psionic power or magic spell is being used within
the range of his sensing abilities. If the energy is being continually expended, like
a series of magic or psionic attacks, or a long duration effect, or permanently
empowered magic item, he can track the energy to its source, otherwise he simply knows
that psionics, magic or the supernatural is near. The sensation is rather like a
chilly breeze that momentarily washes over the character, alerting him. If the "breeze"
persists or is repetitive, it can be followed to the source much the same way
you or I might follow that chilly draft to an opened window. That's as good an
analogy as any.
1. Sense the Use of Psionics or Magic: Can feel when magic or psionic powers are
used and can tell whether it is magic or psychic energy (or both), whether it
is near or far, and whether the emanations are strong/powerful or weak (Ie, a
simple magic spell or a mystic battle or high level). In addition, the super
being recognizes enchantment cast upon others (Le. mystical charms, trances,
disguises, etc.), and possession, and can also sense the presence of an enchanted
weapon or object that grants its user superpowers or enables its user to cast
magic spells, including rune weapons, but again, only when the item is in use
or by touch.
Range: 100 feet (30.5 m) per level of experience.
Base Skill: 60% +5% per level of experience (roll once every melee round).
Note: The character can also sense if someone possesses psionic or magic powers,
or is a supernatural being (demon, monster, spirit, demigod, etc.) by touch
- a simple handshake will do. If the being is incredibly powerful or high level
(9 or higher) the super being will sense that too, though not exactly how
powerful/high level.
2. Track Abnormal Energy Trail (magic or psionics)
Range: 100 feet (30.5 m) per level of experience.
Base Skill: 50% +5% per level of experience (roll once every melee round),
provided the energy is long lasting or repeatedly released over and over.
Limitation: Only while the magic or psychic powers are in use.
3. Sense and Track the Supernatural: This is much more difficult. Unless the
super being touches the supernatural creature, he will not sense his presence.
However, whenever the supernatural creature uses one of its magic or psionic
powers, the character will sense them and has a 30% +10% per level chance of
recognizing that it comes from a supernatural being (+20% if the creature is
Diabolic alignment, a demon lord, demigod or even more powerful than that). The
super being can also sense if the creature is evil or good.
Range: 50 feet (15.2 m) +30 feet (9.1 m) per level of experience.
Base Skill (to track): 50% +5% per level of experience (roll once every melee
round) to track to the source.
Note: The character can feel supernatural evil that is Diabolic like an icy
chill in the marrow of his bones. The evil essence just washes over the hero,
warning him like an alarm.
4. Power Limitation: Close proximity to ley lines and nexus points interferes with
and disrupts the sensing ability, making it impossible to use this ability at
these locations, except to find a dimensional portal or a supremely powerful
psychic, practitioner of magic or supernatural being (Le, demon lord, demigod,
god, incredibly powerful wizard, etc.).
Minor Power: Flight: Hover (PU1 pg27)
The limited ability to rise only a few feet (meters) off the ground and slowly
move through the air. The character is likely to enjoy walking and swimming
through the air and hover a few inches or a foot or two (0.3 to 0.6 m) above
the ground without even thinking about it.
1. Bonuses In Flight:
Speed: 10 mph (16kph) plus 5 mph (8 kph) per level of experience.
+10 bonus to Prowl skill (if known) and doesn't leave foot prints.
+2 to dodge when hovering or moving through the air.
+2 to damage for every 20 mph (32 km) of flight speed.
+15 to S.D.C.
Major Power: Create Aethereal Force Field
This is the formidable power to generate an invisible or semitransparent field
of energy/force. The force field can be mentally shaped as a wall, circle, dome,
box, or bubble. It can also be created around the superbeing like a form-fitting
body armor or protective aura.
1. Range: Self (any) or others (any type excluding the form-fitting armor) 40ft
(12.2m) per level of experience.
Duration: 10 minutes +2 minutes per level of experience, or until the force
field is destroyed or cancelled by the field's creator.
Note that a new one can be erected the instant the duration for the current
one elapses (provided there is sufficient SDC available).
Attacks Per Melee: The creation of a force field counts as two melee actions/
attacks.
Bonus: +2 to create a force field as a shield/wall to block or parry an attack.
Maximum Size: Approximately a 40 sq.ft (12.2m) area, plus 10ft (3m) per level
of experience.
Maximum SDC: The character's PE attribute number times 100. This means a
character with a PE of 9 can create a force field of up to 900 S.D.C. strong!
1. Multiple Force Fields: Two or more protective fields can be created as long as
their combined, total SDC does not exceed the maximum possible SDC For example:
A character with a PE of 9 has up to 900 S.D.C. (PE. 9x100) that he can use
to build force fields. The total 900 S.D.C. can be put into one powerful force
field or divided into two with 450 each (or any combination: 400 S.D.C. for one,
200 for a second and 300 in reserve for others), or six force fields with 150
SDC each and so on. Once all the available SDC has been used in the creation of
one or more force fields, no others can be created, unless one of the current
ones are dispelled and a new one created. Recovery of Force Field S.D.C.: The
force field's loss of SDC affects the creation of other force fields because
it temporarily drains the super character. So if a force field has lost 240
SDC, the character with 900 points available, now only has 660 to work with.
However, he regains force field SDC at a rate of 200 an hour or 3 per minute.
2. Body Armor/Protective Aura: The character can create a light force field that
follows the contours of his body to as a sort of invisible body armor.
Limitations of the Body Armor Field: Maximum SDC is 200 points at any given
time. Speed and movement are not impaired.
Gases, disease, and radiation are still a danger and will penetrate the force
field. Only the "bubble" closes out gases.
3. Bolts of Force: The character can create small, nearly invisible, bolts of
force which can be fired at an opponent like a thrown stone or projectile.
Range: 40ft (12.2m) +10ft (3m) per level of experience.
Damage: 4d6; feels like getting hit by a rock or cannonball.
Duration: Instant.
Attacks Per Melee: Each force bolt counts as one melee attack.
Rate of Fire: One Bolt of Force can be unleashed from one hand or two
simultaneously (8d6 damage) by pointing at the same target with both hands;
counts as one melee attack. Must be an aimed shot to get the +2 strike bonus.
The character can also fire a force bolt from his forehead, but the +2 strike
bonus does not apply and only one bolt can be fired. Most superbeings with
this ability like to point for better aim.
Bonuses: +6 to strike, and because they are barely visible, opponents are
minus -4 to parry and dodge force bolts.
SDC Cost of Each Bolt: Burns up five S.D.C. per each bolt fired, which will
temporarily use up SDC that may be needed for a protective force field.
Skills
Pilot: Automobile 66% +2%/lvl
Mathematics: Basic 98%
Speak English: 98%
Read & Write English: 95%
Computer Skill Program +30
Basic Electronics 85% +5%/lvl
Computer Operations 85% +5%/lvl
Computer Programming 85% +5%/lvl
Computer Repair 75% +5%/lvl
Radio: Basic 85% +5%/lvl
Weird Skill Program +30
Metaphysics 94% +5%/lvl
Occult 80% +5%/lvl
Identify Plants & Fruits 80% +5%/lvl
Holistic Medicine 75% +5%/lvl
Botany and Herbalism 80% +5%/lvl
First Aid 80% +5%/lvl
Science Skill Program +30
Mathematics (Advanced) 98%
Chemistry 85% +5%/lvl
Chemistry: Analytical 75% +5%/lvl
Physics 95% +5%/lvl
Astrophysics 85% +5%/lvl
Biology 85% +5%/lvl
Technical Skill Program +30
General Repair and Maintenance 80% +5%/lvl
Intelligence 76% +5%/lvl
Research 95% +5%/lvl
Writing 70% +5%/lvl
Read Sensory Equipment 85% +5%/lvl
Secondary Skills (10)
Cooking 50% +5%/lvl
Swimming 65% +5%/lvl
Athletics(General)
Detect Ambush 55% +5%/lvl
Escape Artist 55% +5%/lvl
Navigation 85% +5%/lvl
Astronomy 70% +5%/lvl
Climbing 64% +4%/lvl
Prowl 70% +5%/lvl
Hand to Hand: Basic
WP Skills
Weapons
Body Armor
Other Gear
This message was last edited by the GM at 15:37, Wed 06 Dec 2023.