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.)
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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 MilitaryHand 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 DisposalBasic 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 EnforcementHand 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
ComputerBasic 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
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[olist]SECONDARY SKILLS
- Housekeeping
- Wardrobe and Grooming
- First Aid
- Swimming
- WP: Targetting/Missile (+3 Strike,
- 3-Identify Plants and Fruits @ 45%, +5%/level
- 3-Track and Trap Animals @ 40%, +5%/level
6
6
9
9
12
12
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Hand to Hand Type: Arnis
skill | bonus | skill | bonus |
---|
Attacks per melee | 5,+1 | To Strike | +8 |
Parry | +13 | Dodge | +15 |
Auto Dodge | +6 | Damage | +6 |
Roll | + | Initiative | +6 |
Leap | | KO | Behind, Called Nat 20 |
Critical | Behind, Nat 20 | Stun | Called Nat 20 | Disarm | </td |
Deathblow | | Pull Punch | +5 |
Body Flip/Throw | | Maintain Balance | +2 |
COMBAT SKILLS
Escape Moves | Roll With Punch/Fall/Impact, Maintain Balance |
Attack Moves | 0 |
Basic Defensive Moves | Dodge, Parry, Automatic Parry |
Advanced Defenses | Combination Parry/Attack, Power Block/Parry (1d6+PS), Multiple Dodge, Circular Parry, Automatic Dodge, Auto-Disarm |
Hand Attacks | Strike (1d4), Backhand (1d4), Elbow (1d6), Knifehand (1d6), Forearm (1d4) |
Basic Foot Attacks | Kick (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.