Name:
Marutukku True Name:
Scott Parkerton Player:
NPC
Super Power Category:
Imbued Education Level:
four years of college
Alignment:
Miscreant Occupation:
occupation
Experience Level: 6 Experience Points:
Hit Points: 40 SDC (natural): 60 Chi:
Armor Rating: SDC (artificial):
Height: " Weight: lbs Age: Sex:
Eye Color: Hair Color: Land of Origin: USA
Birth Order: Disposition:
IQ 15
ME 12
MA 14
PS 20 (+6 to damage)
PE 18 (+6% vs coma/death, +2 vs poison/magic)
PP 14
PB 12
Spd 26
+8 vs. Lethal Poison
+8 vs. Non-Lethal Poison
+8 vs. Harmful Drugs
Charm/Impress
vs. Insanity
vs. Psionics
+6% vs. Coma/Death
+2 vs. Spell Magic
+2 vs. Ritual Magic
vs. Mind (var.)
vs. Horror (var.)
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SKILLS (
Four Years of College)
Everyman- Pilot: Automobile 98%
- Basic Mathematics 98%
three skill programs
Communications Program- Basic Electronics 75%
- Radio: Basic 90%
- Radio: Scrambler 80%
- T.V./Video 65%
- Cryptography 70%
Journalist/lnvestigation Program- Computer Operation 85%
- Research 95%
- Photography 80%
- Writing (Joumalistic Style) 70%
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SECONDARY SKILLS
- Hand to Hand : Martial Arts
- Hand to Hand : Martial Arts
- Hand to Hand : Martial Arts
- Athletics (general)
- Body Building & Weight lifting
- Climbing 65/55
- Prowl 50
- Running
- Swimming 75
- S.C.U.B.A./Advanced Swimming 75
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Hand to Hand Type: Martial Arts
skill | bonus | skill | bonus |
---|
Attacks per melee | 6 | To Strike | 4 |
Parry | 7 | Dodge | 9/111 |
Auto Dodge | | Damage | 62 |
Roll | 6 | Initiative | |
Leap | | KO | |
Critical | | Stun | |
Deathblow | | Pull Punch | |
Back Flip | | Maintain Balance | |
1when flying around 90 mph ( 1 44 km) or faster.
2+4 to damage for every 20 mph (32 km) of flight speed .
COMBAT SKILLS
Escape Moves | Roll With Punch/Fall/Impact |
Attack Moves | Leap |
Basic Defensive Moves | Dodge, Parry, Automatic Parry |
Advanced Defenses | Disarm |
Hand Attacks | Strike |
Basic Foot Attacks | Kick |
Special Attacks | Body Flip/Throw, Body Block/Tackle, Crush/Squeeze |
Holds/Locks | Pin/Incapacitate |
Modifiers to Attacks | Pull Punch |
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POWERS/EQUIPMENT/NOTES
Nature of Imbuing Agent
31-45% Mystic: Magical potion, a magic amulet/item or magic ritual.
Special Requirement: Perform ancient rites to "Great Old Ones" for powers
Addiction: 21-40% Psychological only.
Use of Agent
01-50% Only by the Imbued Hero.
Who can make Agent
01-80% Just the Imbued character.
How long does Imbument last
86-00% 2D4+5 hours (12 hours).
How often can it be taken
01-10% Once per 24 hours.
Imbued Super Abilities
83-90% Two Major and two M i nor super abil ities
Major
Gravity Manipulation
The control and manipulation of gravity.
1. Reduce Gravity:
Range: Self or item/person up to 200 feet (61 m) away.
Area Affected: Self, others, or 20 foot (6 m) radius.
Duration: The effects will last as long as the gravity controller
maintains his concentration.
Attacks Per Melee: Fortunate ly, only minimal concentration is
required, enabling him to engage in combat or other actions while
using this power. However, he can not use any other gravity
powe r. Each use counts as one melee attack/action, and to maintain
the Reduced Gravity, the character must spend one me lee
action on it per each round.
Abilities & Bonuses: The superbeing can red uce gravity to a
fraction, with the following results:
The affected person, whether it is oneself or others, can carry
up to 100 times his normal weight capacity.
Leap two feet (0.6 m) for each P.S. attribute point. Example:
274
P.S. of 10x2 = 20 feet (6 m). That's up or lengthwise.
Natural Running Speed is tripled .
+3 to dodge.
Throw objects, even huge, heavy objects, great distances. If
the object can be lifted overhead, it can be th rown a distance of
400 feet (122 m). Red uce the distance by 50 feet (1 5.2 m) for
every 1000 pounds (450 kg) of weight.
Remember, this effect can be placed on oneself, or others
within the 200 foot (61 m) range, or on an area (20 foot/6 m radius)
up to 200 feet (61 m) away.
2. Increase Gravity: This abil ity is the opposite of the re duce
gravity effect, enabling the superbeing to create bone crushing
gravitational conditions.
Range: 200 feet (62 m) away + 10 feet (3 m) per level.
Area Affected: Self, object or 20 foot (6 m) rad ius.
Duration: Same as Reduce Gravity.
Attacks Per Melee: Fortunate ly, only minimal concentration is
req uired, enabling him to engage in combat or other actions while
using this power. However, he can not use any other gravity
power. Each use counts as one melee attack/action, and to maintain
the Increased Gravity, the character must spend one melee
action on it per each ro und.
Abilities & Bonuses: Increase weight up to 50 times the object's
or person's normal we ight. Actually, the we ight is not altered,
but it's the gravitational pull that makes it seem to we igh
more. Speed is reduced by five poi nts per every 200 Ibs (90 kg)
of weight.The gravity effect can be concentrated on one individual
target (object or person) , effectively immobilizing him or it.
The gravitational pull is such that he can not move or be
budged - no com bat bonuses.
-6 penalty on all com bat moves.
Speed factor of those affected is reduced to one point, skill
performance is -90% and the victim has only one melee action
per round.
A heavy gravity area affect will increase the weight of everybody
in the area by 30 items plus they suffer the following penalties:
Movement is difficult, no combat bonuses, -3 penalty on all
combat moves, Speed factor of those affected is reduced to three
points, skill performance is -60% and the victim has only half his
melee actions/attacks per round.
3. Zero Gravity: The character can create an area with no
gravity at all. Anything within the radius of effect, or any one specific
target, is completely weightless and will float 1 0 feet (3 m)
above the ground. People caught in zero gravity are -2 on initiative,
-2 to strike, parry and dodge, and speed is reduced to one
point - just floats helplessly. Double the floating height and penalties
when directed against a single individual or object rather
than a radius.
Range: 20 feet (6 m) per level of experience.
Area Affected: 6 foot ( 1 .8 m) radius.
Duration: Same as Reduce G ravity
Weight Limit: The maximum amount of weight that can be
made weightless is 1 0,000 Ibs (that's 5 tons/4,500 kg), plus 1 000
Ibs (450 kg) additional per each level of experience.
Zero gravity can be made to affect one person , object, or an
area.
4. Antigravity Flight (self): This power gives the character
the ability to fly by manipulating g ravity to hover or propel himself
through the air.
Maximum Speed : 20 mph (32 km).
Height/Altitude: Effectively unlimited, because he can defy
gravity. However, travelling higher than 30,000 feet (91 44 m)
without a space suit and oxygen supply or environmental armor,
the character will find the air thin and difficult to breathe as well
as cold . Penalties: Loses two melee attacks per round and could
lose consciousness and fall to the earth (impact is automatic
death) . Breaking the ceiling of the atmosphere can send the
character into outer space with the obvious lack of air and other
deadly conditions.
Create Force Field
This i s the formidable power to generate a n invisible o r 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.
Range: Self (any) or others (any type excluding the form-fitting
armor) 40 feet ( 1 2 .2 m) per level of experience.
Duration : 1 0 minutes +2 minutes per level of experience, or
u ntil 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 S.D.C. 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 square foot ( 1 2.2 m)
area, plus 1 0 feet (3 m) per level of experience.
Maximum S.D.C. : The character's P . E . attribute number
times 1 00. This means a character with a P.E. 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 thei r combined, total S.D.C. does not exceed
the maximum possible S.D.C. For example: A character
with a P . E . of 9 has up to 900 S.D.C. (P.E. 9x1 00) 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 1 50 S.D.C. each and so
on. Once all the available S.D.C. 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
S.D.C. affects the creation of other force fields because it temporarily
drains the super character. So if a force field has lost 240
S.D.C., the character with 900 points available, now only has 660
to work with. However, he regains force field S.D.C. 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 S.D.C. is
200 points at any given time. Constant concentration to maintain
the flexible body shield means the character loses one attack per
melee and is -2 on initiative for every melee round that it is in
place. 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: 40 feet ( 1 2.2 m) +1 0 feet (3 m) per level of experience.
Damage: 206; 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 (406 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: +2 t o strike, a n d because they are barely visible,
opponents are minus -4 to parry and dodge force bolts.
S.D.C. Cost of Each Bolt: Burns up five S . D .C. per each bolt
fired, which will temporarily use up S. D.C. that may be needed
for a protective force field.
Minor
Energy Expulsion : Electricity
Electrical energy bolts leap from the fingers of this living electrical
generator. As the character grows in experience (3rd level
and higher) , he/she can regulate the degree of damage by increments
of 1D6.
Range: 400 feet ( 1 22 m) maximum.
Damage: 306 + 1 06 for each level of experience.
Special : Same as Energy Expulsion: Energy.
Duration : Instant
Attacks Per Melee: Each energy blast counts as one melee attack
or action; dual, simultaneous divided blasts also count as
one melee attack.
Bonuses : +3 to strike if an aimed shot, +1 to strike if wild.
Flight: Wingless
The impressive ability t o fly without a n y apparent means of
propulsion .
Bonuses In Flight: The character can hover several inches
above the ground during combat in order to use his full bonuses.
Speed 200 mph (32 1 km) , plus 20 mph (32 km) per level of
experience.
+1 attack per melee.
+2 to strike.
+2 to parry.
+4 to dodge when hovering or flying under 80 mph/1 28 km .
+6 to dodge when flying around 90 mph ( 1 44 km) or faster.
+4 to damage for every 20 mph (32 km) of flight speed .
+40 to S.D.C.
This message was last edited by the GM at 13:02, Fri 04 Mar 2022.