RolePlay onLine RPoL Logo

, welcome to Center City and Surrounding Environs

18:43, 20th July 2024 (GMT+0)

Dramatis Personnae.

Posted by Lieutenant SmohkFor group 0
Lieutenant Smohk
Sat 19 Nov 2022
at 09:36
  • msg #1

Dramatis Personnae

True Character Name: Trevor Richmond Smohk

Aliases: Donald Aythyinae

OCC: Academy Officer

Level: 3

Experience: 4001

Hit Points: 30

SDC: 62

Alignment:

Attributes
IQ: 15          Bonus:
MA: 15          Bonus:
ME: 15          Bonus:
PS: 22          Bonus:
PP: 16          Bonus: +1 Strike/Parry/Dodge
PE: 18          Bonus:
PB: 15          Bonus:
Speed: 28

Running (SPD*20): 560 Meters a min/56 meters a melee
               Swimming (PS*5): 110 Meters a melee

CHI: 18


Education Level/bonus: General and Special Training

Superspy Modifications: none

Basic Minimum Skills: Basic Mathematics, Read/Write Native Language, Speak Native Language (English)

    List of Skill Programs selected:
    • Basic Military
    • Climbing (+15%)
    • Demolitions (+5%)
    • Demolitions Disposal (+5%)
    • Running
    • W . P . Automatic (Assault) Rifle
    • W . P . Grenade Throwing
    • Boxing

    • Electronic Warfare
    • Basic Electronics (+10%)
    • Electronic Counter-Measures (+20%)
    • Laser Communications (+15 %)
    • Optic Systems (+10%)
    • Radar-Sonar Operations (+15%)
    • Radio: Basic Communications (+20%)
    • Radio: Scramblers (+25%)
    • Read Sensory Equipment (+10%)
    • Surveillance Systems (+15%)

    • Intelligence
    • Cryptography (+10%)
    • Disguise (+10%)
    • Forgery (+5%)
    • Interrogation (+10%)
    • Microfilm/Microfiche/Microdot Technology (+10%)
    • Military Intelligence (+12%)

    • PLUS : Select any two Weapon Proficiencies .

    • Guerilla Warfare
    • Detect Ambush (+15%)
    • Detect Concealment (+15%)
    • Land Navigation (+10%)
    • Sniper
    • Tracking (+10%)
    • Wilderness Survival (+15%)

    • PLUS : Take any four (4) Weapon Proficiencies , including Military W . P .

    • Combat Watercraft
    • Jet Aircraft Mechanics (+15%)
    • Pilot Skills: pick any four (4) aircraft with a + 20% bonus
      for each.

    • Pilot Related Skills: pick any three (3) with a + 15% bonus
      for each .

    • Weapon Proficiencies: pick any three (3) Military W . P .

    • Physical
    • Acrobatics
    • Wrestling
    • Swimming
    • SCUBA

    • Language (all at +10%)
    • Mandarin
    • Hindi
    • Spanish
    • Arabic
    • Russian


    Secondary Skills:
  1. Bodybuilding & Weightlifting
  2. General Athletics
  3. Cooking
  4. Gardening
  5. Prowl (+5)


Cover Identity: Donald Aythyinae, Diver
Acceptance: 80% + 2% per level
Locating Friend: 15%+ 5% per level
Accidental Discovery: 3%
Years of Employment: None


Martial Arts Form: Hand to Hand Martial Arts
Bonuses:
Attacks per melee: three
Martial Arts Hand to Hand
Escape MovesRoll With Punch/Fall/Impact
Defensive MovesDodge, Parry, Automatic Parry
Hand AttacksStrike (Punch, 1d4), Knife Hand (1d6), Power Punch (1d10)
Basic Foot Attacks1Kick Attack (1d6), Snap Kick (1d4), Karate Kick (2d4), Roundhouse Kick (3D6), Wheel Kick (2d6), Crescent Kick (2D4+2), Axe Kick (2D6)
Special AttacksDeath Blow, Leap Attack, Body Block/Tackle
Modifiers to AttacksPull Punch, Knock-Out/Stun, Critical Strike, Critical Strike From Rear


    1Kick Attacks
  • Kick Attack: This is a conventional karate-style kick. It starts with bringing the knee, leg folded, up to chest level, then the foot is completely extended. Does 2d4 Damage.
  • Snap Kick: A very short, very fast kick. Usually delivered low, striking the opponent somewhere below the waist. It works well in confined spaces and in grappling range, but does relatively little damage (only 1D6).
  • Roundhouse Kick: By turning the body and swiveling the hips, there's tremendous power packed into this kick. Can be used only once per melee round, and no other kicks can be used in that same melee round. Does 3D6 Damage.
  • Wheel Kick: A damaging kick that involves sweeping the leg completely around the body. Cannot come right before or right after another kick. Does 2d6 Damage.
  • Crescent Kick: A swivel-hipped kick that sends the foot out in a sweeping arc. Does 2d4+2 Damage.
  • Axe Kick: A very high kick that goes up and over the opponent, coming down on the neck or shoulder. Can't be used in the same melee round with any other kicks. Does 2d6 Damage.
    Special Attacks
  • Body block/tackle does 1D4 damage and the opponent must dodge or parry to avoid being knocked down (lose one melee attack if knocked down).
  • Pin/Incapacitate on a roll of 18, 19, or 20.
  • Crush/squeeze does 1D4 damage per squeeze attack.
  • When using fists against opponent, automatic KO on natural twenty
  • 60% +2% per level - Sense of balance
  • 60% +3% per level - Walk tightrope or high wire
  • 70% +2% per level - Climb rope
  • 50% +5% per level - Back flip


skillbonusskillbonus
Attacks per melee3To Strike+4
Parry+7Dodge+7
Auto Dodge  Damage   
Roll+8 Initiative+2
Leap KO
Critical  Stun 
Deathblow     Pull Punch+3
Back Flip  Maintain Balance



NOTES: Social Contacts: The character is an avid student of worldwide military events and will carefully follow every war. As a result the character can recognize military figures (32%), knows where and when war will probably break out (20%), and has a good knowledge of the latest changes in military hardware (45%).
This message was last edited by the GM at 09:36, Sat 19 Nov 2022.
Chuni Ninja
Wed 21 Dec 2022
at 05:36
  • msg #2

Dramatis Personnae

Name: Chunin Ninja True Name: Sato Heisuke Player: NPC
Super Power Category: Ancient Master (N&SS variant) Education Level: Special (see N&SS Dedicated Martial Artist)
Alignment: ???? Occupation: ninja for hire
Experience Level: 5   Experience Points:
Hit Points:  35   SDC (natural): 52  Chi:  18
Armor Rating: 12 SDC (artificial): 75
Height: 70" Weight: 185 lbs lbs Age: 39    Sex: male
Eye Color: brown  Hair Color: black   Land of Origin: Japan
Birth Order:  ????     Disposition:  ????

IQ 15
ME 15
MA 17 (45% trust/intimidate)
PS 20 (+5 to damage)
PE 18 (+6% vs coma/death, +2 vs magic/poison)
PP 17 (+1 to parry/dodge/strike)
PB 13
Spd 30 (150 yards per melee round, 10 yards per action)



SKILLS (education)
    Everyman
  • Basic Mathematics
  • Read/Write Japanese
  • Speak Japanese


    Ninjitsu
    Select a total of 2 Powers from the Arts of Invisibility
  1. Art of Stealth or Pi Mi Hsing Tung: So long as the character is in the dark and unsuspected, this is done automatically, without needing to roll the dice. If the character's area is subjected to inspection (for example, a guard tower turns a spotlight on the character) then the chance to remain undetected is 50% with +3% per level (62%)
    Also adds Jung Hua, the art of melting into the water. This gives one the ability to silently move out of, into, or through water. Base chance is 70% with a +2% per level (78%). Note that the character must have the Swimming Skill in order to use this ability while in deep water.
  2. Art of Mystic Invisibility or Chi Zoshiki: The character learns to use Chi to cloud the minds of observers. Unlike the Chi Mastery abilities, this gives the character no other control over Chi. It is oriented toward the single purpose of deceiving the opponent (affects only one person per melee).
    The most amazing thing about Chi Zoshiki is that the character can simply stand in full view, stare into the eyes of the enemy, and simply ceases to exist! The character will remain invisible to his opponent for the full melee, if he remains completely motionless. To move and remain invisible uses one point of Chi for every melee action/attack. Obviously, this means it's a good idea to hide in a more conventional way before all Chi points are gone .
    This ability can also be combined with any of the other Arts of Invisibility. By expending a Chi point for each movement/action, the character can remain invisible while running or attacking. The martial artist can attempt invisibility at any moment, but such an attempt costs one melee attack/action and one chi point. A failed roll means the character is not invisible. Chance of Success: 50% + 3% per level (62%).
    IMPORTANT NOTE: This ability automatically shields the character from a Chi Master's Chi Awareness, the ability to sense the presence of other characters with high chi.
  3. Iron Hand or Kanshu. This is the development of the "Penetration Hand," a toughened hand that will not take damage from hitting hard objects. The hands are plunged into barrels of rice, then sand, then pebbles. This constant training toughens the hands enormously.
    Note: Combined with Tamashiwara (see Martial Art Techniques), a martial artist can break things with hand strikes and take no damage, even when failing a roll.
  4. Kick Practice or Chagi. Repeated kicks at all heights. The character develops the flexibility to do the "splits," to kick straight up over the head, and to jump up , kick something directly overhead, and return to a standing position.
  5. added level 5 - Tamashiwara Otherwise known as the "Art of Breaking." This is the Ninjas & Superspies version of board breaking. Characters practice breaking wood, bricks, stones, ice and, eventually, glass, and they use their fists, feet, elbows, knees and even foreheads. Although this technique allows for just one attack per melee round, the damage from that attack can be awesome. In this kind of attack the A.R. and S.D.C. of the object are irrelevant because the martial artist is really breaking the Chi of the object.
    What is important is the character's roll to Strike. This is done with the character's usual bonus to Strike, and, to be successful, the roll must be 14 or better. If the roll is successful, then the target object is broken or has a hole in it. This means the martial artist can punch a hole in a door, split a 2 by 4 in half, shatter a lock and so on. If the roll is under 5, it is a complete miss, and the character does no damage whatsoever. If the roll is between 5 and 13, then the Tamashiwara practitioner does full normal damage from the blow (plus damage bonuses), but the martial artist also takes half that damage (unless using a hand strike with Kanshu. A roll of 14 or higher means successfully punching or kicking another human being inflicting double damage (plus damage bonus) directly to hit points (not S.D.C.).
  6. Bushido
    • Acrobatics
    • 60% +2% per level - Sense of balance 68%
    • 60% +3% per level - Walk tightrope or high wire 72%
    • 70% +2% per level - Climb rope 78%
    • 50% +5% per level - Back flip70%
    • adds a +15% to
      climb skill
    • 30% base prowl ability (does not increase)

  7. Archery - expertise with bow weapons. Bonuses: Add 20 feet (6.1 m) to the normal effective range per level of the character, +1 to parry with that weapon (effective at level one), and +2 to strike
    Rate of Fire: five per melee round
  8. Climbing (Rapelling) 55 (45) + 5 per level (75/65)
  9. Swimming 50 + 5 per level (70%)
  10. W.P. Shuriken
  11. W.P. Fukiya (Blow Gun)
  12. W.P. Fukimi-Bari (Mouth Darts)
  13. W.P. Kawanga (Rope/Grapple)
  14. W.P. Knife
  15. W.P. Kusari-Gama
  16. W.P. Kyoketsu-Shoge
  17. W.P. Nekode (Cat Claws)
  18. W.P. Shikomi-Zue (Hidden Blade Staff)
    • Weapon Katas (use with hand to hand skill
    • W.P. Ninja Sword
    • W.P. Manriki-Gusari

------------------------------------------------------------------
    SECONDARY SKILLS
  1. Read/Speak English 50 + 5 per level (70%)
  2. Radio: Basic 45 + 5 per level (65%)
    at third level
  1. Running (X)
  2. Body Building/Weightlifting (x)
    at fifth level
  1. General Athletics (x)
  2. Pilot: Automobile 60 + 2 per level (68%)



Hand to Hand Type: Iajutsu
skillbonusskillbonus
Attacks per melee3To Strike2, +2 with kicks, +2 with sword or chain
Parry2 +2 with sword or chainDodge2
Auto Dodge  Damage   
Roll w/Impact6 Initiative
Leap1 KO
Critical  Stun 
Deathblow     Pull Punch
Back Flip2Maintain Balance
Cartwheel2Roll/Knockdown2
Leap Distance+4

COMBAT SKILLS
Escape MovesRoll With Punch/Fall/Impact, Leap, Back Flip
Attack MovesLeap, Cartwheel
Basic Defensive Moves Dodge, Parry, Automatic Parry
Advanced DefensesMultiple Dodge, Combination Parry/Attack
Hand AttacksStrike (Punch), Knife Hand, Palm Strike, +2 to Damage on all hand strikes
Foot AttacksKick Attack, Tripping/Leg Hooks, Snap Kick, Drop Kick (Combination Fall/Dodge/Kick), Jump Kick, +1 damage on all kicks
Special AttacksDeath Blow, Leap Attack, Roll/Knock-down1, Body Flip/Throw
Holds/LocksArm Hold, Leg Hold, Body Hold, Neck Hold
Modifiers to AttacksPull Punch, Knock-Out/Stun, Critical Strike, Critical Strike From Rear


1This is a knock-down attack that does no damage, standard Roll bonus applies.
Modifiers to Attacks: .
---------------------------------------------------------------
POWERS/EQUIPMENT/NOTES
Manriki-Gusari (chain with weights) 1d8 damage
Ninja Sword (high quality) 2d6 damage
Battle Suit (with armor) AR 12, SDC 75
This message was last edited by the GM at 05:36, Wed 21 Dec 2022.
Chiroptera
Fri 23 Dec 2022
at 21:48
  • msg #4

Dramatis Personnae

Chiroptera
This message was last edited by the GM at 21:48, Fri 23 Dec 2022.
The Whisperer
Fri 23 Dec 2022
at 15:07
  • msg #5

Dramatis Personnae

The Whisperer, Level 2

Hit Points 25 SDC  204
IQ 10
ME 11
MA 12
PS 22
PE 16
PP 25
PB 12
Spd 50

Experiment
Two Major Super Abilities and one Minor ability
Major: Sonic Power
The ability to manipulate and control aspects of sound.
1 . Hear Wider Spectrum of Sound : Loudness or intensity of loudness is measured in decibels. This superbeing can hear even one decibel of sound at a great distance (1000 feet/305 m).
Range: 1000 feet (305 m) +100 feet (30.5 m) per level .
This enables him to:
Estimate the distance of the sound - 50% +6% per level.
Estimate speed of approach/departure - 40% +6% per level.
Recognize the type of sound - 50% + 1 0% per level.
Pinpoint the exact location of sound - 24% +6% per level
Can use sound to reduce the penalties for blindness, activity in total darkness or fighting the invisible. Penalties for being blind or fighting the unseen are reduced by half: -4 to strike, parry and dodge while blind, instead of -8.
Guidelines for the Decibel Scale:
A 20 decibel sound is 10 times louder than a 10 decibel sound; 30 decibels is 100 times louder; 40 decibels is 1000 times louder, etc.
One decibel: The smallest difference between sounds detectable by the human ear.
10 decibels: A light whisper.
20 decibels: A quiet conversation.
30 decibels: A normal conversation.
40 decibels: Light traffic.
50 decibels: Loud conversation.
60 decibels: Shouting
70 decibels: Heavy traffic.
80 decibels: Loud noise, subways, rock concerts.
90 decibels: Very loud ; thunder.
100 decibels: Jet plane take-off; temporarily deafening.
140 decibels: Extremely loud , painful, deafening.
Sound waves travel better and faster through solids and water because of the denser molecules. Thus, the character can hear clearly through walls by leaning his ear against the wall or floor.
Note: The range of all hearing abilities is reduced by half in the city during the day, because the ambient noise makes it difficult to focus on specific sounds.
2. Emit High-Pitched Whine: This ability enables the character to emit a high-pitched frequency or whine which will hurt, deafen and distract all who fall prey to it. Victims are -6 on initiative,
and -6 to strike, parry and dodge. Victims also take 1d6 points of damage each melee round (subtract damage from S.D.C. first). The only defense is to plug the ears. Plugging ears (both must be plugged) with fingers reduces damage and minuses by half, but also prevents counterattacks that require the use of the hands. Plugging ears with cotton , tissue or cloth reduces the damage by half and penalties by one point. Ear plugs will prevent any damage and reduce penalties to only -2.
Note: The sonic character must concentrate to maintain the sound frequency and can not use any other sonic power simultaneously.
However, the character can engage in hand to hand combat without penalty.
Range: 180 feet (54.6 m) +5 feet (1 .5 m) per experience level.
Area Affected: 30 foot (9 m) radius, with hero as focal point.
Damage: 1d6 per melee round.
Saving Throw: None; only save is to plug ears.
3. Sonic Boom or Blast: A narrowly focused blast or bolt of concentrated sound waves that hits like a shotgun blast.
Range: 200 feet (61 m) +1 0 feet (3 m) per experience level .
Duration: Instant
Damage: 1D4x10; +10 damage for any attacks underwater.
Attacks Per Melee: Each Sonic Blast counts as one melee attack.
4. Sonar: This is the emitting of high-frequency sound waves underwater which bounce off objects, returning and indicating the direction and distance of the reflecting objects.
Range: 400 feet (122 m) + 100 feet (30.5 m) per level of experience.
The ability Includes:
Interpreting shapes: 50% +8% per level of experience.
Estimating Distance: 60% +8% per level of experience.
Estimating Direction: 50% +8% per level of experience.
Estimating Exact Location: 34% +6% per level of experience.
5. Other Abilities:
+1 on initiative at levels 1, 3, 5, 7, 9, 1 2 and 1 5.
Sonic blasts/attacks do no damage.
Resistant to the effects of loud, damaging or otherwise dangerous levels of sound; half the penalties and damage.
Major: Vibration
The manipulation of vibration and air flow.
1 . Shock Waves: The superbeing is able to create shock waves to that ripple through the earth to crack Sidewalks, walls, buildings, etc. Damage is inflicted to everything within the path of the shock wave.
Range: 120 feet (36.6 m) +10 feet (3 m) per level of experience.
The width of the shock wave is six feet ( 1 .8 m). The character can control the range to a few feet or to the maximum distance.
Duration : Instant.
Attacks Per Melee: Each wave counts as two melee attacks.
Damage: 2D6 per each level of experience.
Bonus: +2 to strike.
2. Shock Blast: An amplified bolt of force that can be fired like an invisible concussion blast.
Range: 200 feet (61 m) +10 feet (3 m) per level of experience.
Damage: 4D6 (6D6 underwater) .
Duration : Instant.
Attacks Per Melee: Each Shock Blast counts as one melee attack.
Bonus: +4 to strike.
3. Vibrate Through Substances: The character can make his body vibrate so quickly that he is able to pass through solid matter! The only limitations are that he can only vibrate through inorganic (non-living) material, such as rock, concrete, processed wood, steel, etc., and speed is reduced to one third normal.
Range: Self
Duration : As long as necessary, typically 7-15 seconds.
4. Vibrate to Become Intangible: The character can vibrate so fast that any physical attacks, such as bullets, knives, punches, etc., pass harmlessly through him. Energy attacks, fire, electricity, etc., do one third normal damage. Note: The character is also semitransparent when intangible.
Range: Self and items on his person
Duration: One minute for every P.E. attribute point.
Attacks Per Melee: Takes the place of all melee attacks and actions while intangible.
5. Feel Vibrations: The character is so sensitive to vibrations that he can physically feel changes in air currents caused by the movement of others. This means he can not be snuck upon or caught by surprise from a nearby opponent (long-range blasts and bullets are effective because of their great speed). This also means the character is like a living motion detector; able to sense the presence of nearby movement and even estimate their numbers and speed of approach. Base skill: 01-66% accuracy +2% per level of experience.
Range: 30 feet (9.1 m) +5 feet (1.5 m) per level of experience.
6. Vibrating Punch: The superbeing can vibrate his hand and forearm to inflict 1D6 points of damage in addition to his normal P.S. and P.S. damage bonuses.

Minor: 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!
can dodge an attack without using up a melee action.
+ 1 on initiative at levels 1, 3, 4, 5, 7, 9, 11, 13 & 15.
+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. See Super Abilities in Combat for more details.


Three Years of College: Select three Skill Programs (+15%) and eight Secondary skills.
    Basic Skills
  • Pilot Automobile
  • Mathematics: Basic
  • Speak Native Language (+25%)
  • Read Write Native Language (+20%)

    Skill Programs
    • Medical Assistant Program
    • Basic Mathematics
    • Business & Finance
    • Computer Operation
    • Biology
    • Paramedic

    • Science Program
    • Advanced Mathematics
    • Chemistry
    • Psychology

    • Physical/Athletic Program
    • Acrobatics
    • Gymnastics
    • Boxing
    • Wrestling

    Secondary Skills
  1. Hand to Hand: Basic
  2. Running
  3. Body Building & Weightlifting
  4. General Athletics
  5. Climbing/Rapelling 55/45+5
  6. Prowl 30+5
  7. Swimming 50+5
  8. Cooking


60% +2% per level - Sense of balance
60% +3% per level - Walk tightrope or high wire
60% +3% per level - Work parallel bars & rings
70% +2% per level - Climb rope
70% +2% per level - Back flip

Hand to Hand Type: Basic
skillbonusskillbonus
Attacks per melee4To Strike8
Parry16Dodge19
Auto Dodge2Damage7
Roll w/Impact15 Initiative6
Leap KOnat'l 20
Critical  Stun 
Deathblow     Pull Punch5
Back Flip  Maintain Balance

Escape MovesRoll with Punch/Fall/Impact
Defensive MovesDodge, Parry, Automatic Parry
Hand AttacksStrike (Punch)
Foot AttacksSnap Kick (1d4),Acrobatic Kick (2d4)
Special AttacksBody Block/Tackle1, Crush/Squeeze2, Pin/Incapacitate3
Modifiers to AttacksPull Punch, Knockout/Stun, Critical Strike
Simultaneous AttacksAttacking without Defense


1Body block/tackle does 1d4 damage and the opponent must dodge or parry to avoid being knocked down lose one melee attack if knocked down).
2Crush/squeeze does 1D4 damage per squeeze attack.
3Pin/Incapacitate on a roll of 18, 19, or 20.
This message was last edited by the GM at 00:02, Sun 25 Dec 2022.
Moppet
Fri 23 Dec 2022
at 21:32
  • msg #7

Dramatis Personnae

The Moppet
This message was last edited by the GM at 21:53, Fri 23 Dec 2022.
Perimeter Defense Squad
Mon 14 Feb 2022
at 04:39
  • msg #8

Dramatis Personnae

Name: Perimeter Defense Squad True Name: #1 through #4 Player: NPC
Super Power Category: Robotics Education Level: special
Alignment: special Occupation: special
Experience Level:      Experience Points:
Hit Points:     SDC (natural): 225 ; 225 ; 225 ; 225  Chi:
Armor Rating: 13  SDC (artificial): 120 ; 120 ; 120 ; 120
Height: 70" Weight: 175 lbs Age: no Sex: no
Eye Color: no  Hair Color: no   Land of Origin: no
Birth Order: no          Disposition: no


IQ
ME
MA
PS 20
PE
PP
PB
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 (education)
    Everyman
  • Pilot: Automobile
  • Basic Mathematics


    name of Program
  • one skill
  • is to be listed
  • in each
  • slot

Repeat as needed
------------------------------------------------------------------
    SECONDARY SKILLS






------------------------------------------------------------------
Hand to Hand Type:
skillbonusskillbonus
Attacks per melee2To Strike+2
Parry+1Dodge+1
Auto Dodge  Damage+5
Roll+3 Initiative+2
Leap KO
Critical  Stun 
Deathblow     Pull Punch+6
Back Flip  Maintain Balance

COMBAT SKILLS
Escape MovesRoll With Punch/Fall/Impact
Attack MovesLeap
Basic Defensive Moves Dodge, Parry, Automatic Parry
Advanced Defenses Disarm
Hand AttacksStrike
Basic Foot AttacksKick
Special Attacks Body Flip/Throw, Body Block/Tackle, Crush/Squeeze
Holds/Locks Pin/Incapacitate
Modifiers to Attacks Pull Punch

---------------------------------------------------------------
POWERS/EQUIPMENT/NOTES

Type 4 (android)
The Standard Artificial Intelligence is a computer brain with a limited scope of intelligence. Limited, in that it operates like most standard computers and can only respond as programmed.
Furthermore, the robot has limited memory and skills. Granted these super-sophisticated machines are far more complex than and superior to a desktop computer, but like the ordinary computer, it can not perform skills or react to any situations for which it has not been programmed. You can not expect a personal computer to do bookkeeping or accounting without the necessary software program. The same is true of the standard artificial intelligence. It can not perform a skill or ability for which it has not been programmed.
Nor does it have the ability to learn or speculate on matters.
This intelligence must always draw upon its data banks and programming in a strictly logical and analytical way. Without proper information, it will respond with, "insufficient data," or "it does not compute." Despite this, the robot can be programmed to sound and act very natural, human and intelligent. Cost: $1.1 million.
All unmanned robots with a computer or artificial intelligence, start with three attacks per melee round. To increase the number of attacks per melee for unpiloted computer robots costs $700,000 for each one attack per melee, and $500,000 each for robots with an advanced intelligence. Maximum attacks per round is eight total (the three to start and five that can be purchased). Combat bonuses: +2 on initiative, +1 to strike, +1 to parry and dodge, +4 to pull punch, +1 to roll with impact; plus any acquired through special programming and (artificial) physical attribute bonuses.

    The following are considered basic skills programmed into all artificial intelligences and computer brains
  • Basic and Advanced mathematics (98%)
  • Literacy in English and one other language (96%)
  • Speaks English and one other language (88%)
  • A rudimentary understanding of Biology (50%)
  • Common sense laws of physics (high school level, not really a skill/science per se)
  • modern societal behavior

    Skill Program
    1. Basic Combat Program
    2. Hand to Hand: Expert
    3. Military Etiquette (90%)
    4. W.P. Pistol
    5. Climb (85% climb/95% rappel)
    6. W.P. Rifle
    7. W.P SMG

+2 to roll with impact.
+2 to pull punch.
+1 to strike with all built-in weapon systems.


Basic Human: Life-size and proportion; suitable for type 2, 3
or 4 robots.
Size: 6 to 8 feet tall (1 .8 to 2.4 m)
Light Frame: Weight: 110 Ibs (49.5 kg ). Cost: $500,000.
Super-Solar Engine: A power source that collects sunlight
into a super high efficiency, conversion engine and generator.
This is an excellent, clean, power source with an indefinite life
span. Of course, it is limited in that it must rely on a source of solar
energy.
The system functions superbly while exposed to sunlight. A
superior energy storage unit stores up to 8 hours worth of power,
during which time the robot operates at full capacity. After the
eight hour reserve is used up, the robot must recharge via solar
light energy or manually recharge from another source of electrical
energy. Without a recharge, an emergency reserve will engage
itself. The emergency energy reserve has a mere four hour
capacity. While the emergency reserve is engaged, all unnecessary
functions will be shut down. Speed is reduced to 30 mph (48
km; speed factor 44), attacks per melee reduced by half and no
energy weapons can fire. At the end of the emergency reserve (4
hours), the robot shuts down completely. Still a good, reliable
system if proper caution is used .
The Basic System Cost: $1 ,000,000. A special generator and
recharge unit can be purchased for those cloudy days. Cost: $ 1
million; weight: 6 tons (5400 kg) a n d i s five times the size of a refrigerator.

1 . A pair of human-sized legs and feet, suitable for type
two, type three or type four humanoid constructs, will provide a
speed attribute of 1 0. Basic System Cost: $500,000 per pair.
Additional Running Speed : The basic system for legs usually
comes with a speed of 10 for humanoid and animal, speed
20 for walker and insect styled. Except for the insect style, running
speed can be pushed close to Mach One, or about 750 mph
( 1 200 km; speed attribute points 1 1 00) . Unlike the vehicle propulsion
type systems, Mach One is the maximum possible. Of
course, flight capabilities can be built into a humanoid or animal
robot and a faster propulsion system included . Note: Flight
speeds are often rated in nautical miles per hour (knots). Mach
One is 660 knots.
Additional Running Speed for legs systems (including exoskeletons)
. Cost: $200 per each speed point beyond the system
capabilities (speed 10 or 20) . Note: See Building a Super Vehicle
for a speed point equals mph chart; found in the Hardware Section
.
Human-like, human-sized arms and hands with a thumb and
four fingers. U p to four arms can be built into a standard humanoid
body frame (although awfully conspicuous). Basic System
Cost: $150,000 per one hand and arm unit. P.S. 1 0. If the Game
Master is allowing called shots to specific targets, the arms of a
robot have S.D.C. equal to 10% of the robot's total or main body
S.D.C. Depleting the S.D.C. of an extremity (arm or leg) renders
all weapons and systems in that limb useless.
Special Features for Arms and Hands
1. Increased P.S. & Cost: $2000 for each P.S. point beyond
1 0. The body frame must be reinforced for a P.S. of 22 or
greater. Maximum robot P.S. is 30 or twice its total height, whichever
is greater. Also, robotic P.S. is considered superhuman.
This means that a 50 foot ( 1 5.2 m) tall robot (if one can afford it)
could have a P.S. of 1 00 and do 2D4x1 0+85 S.D.C. points of
damage with a punch .

2. Basic Listening System : Stereo hearing capacity equal to
the best human capabilities, and a narrow-band radio receiver
enables the robot to hear/receive commercial radio (AM & FM)
and some other common communication frequencies suitable for
short range radio communication. Range: 5 miles (8 km). Cost:
$1 20,000.

Basic Robot Optic System : A color sight system with an
analysis computer of 3-0 images. Cost: $300,000.


Legs:=500000 //basic legs and feet
Legs := 500000
Legs:= Legs + (15*200)//Spd to 25
Legs := 503000
Arms:=300000//two arms with hands
Arms := 300000
Arms:=Arms + (20*2000)//PS to 20
Arms := 340000
Ears:=120000//basic listening system
Ears := 120000
Eyes:=300000//basic robot optic system
Eyes := 300000
Frame:=500000//body frame
Frame := 500000
SolarPower:=1000000//solar powered
SolarPower := 1000000
RadioRcvTrnsmttr:=50000//wide-band radio receiver and transmitter
RadioRcvTrnsmttr := 50000
StandardAI:=1100000//computer brain
StandardAI := 1100000
Legs+Arms+Ears+Eyes+Frame+SolarPower+RadioRcvTrnsmttr+StandardAI
3913000
This message was last edited by the GM at 15:54, Sun 13 Mar 2022.
Spyder
Fri 4 Mar 2022
at 07:52
  • msg #9

Dramatis Personnae

Name: Spyder True Name: Player: NPC
Super Power Category: Mutant Education Level: Bachelor's Degree
Alignment: Unprincipled Occupation: Industrial Espionage/Sabotage
Experience Level: 8    Experience Points:
Hit Points: 55    SDC (natural): 210   Chi:  35
Armor Rating: 14 (natural)
Height:    " Weight:     lbs Age:    Sex:
Eye Color:     Hair Color:      Land of Origin: USA
Birth Order:             Disposition:


IQ 15
ME 11
MA 13
PS 35 (+20 damage HTH)
PE 25 (+20% vs coma/death, +5 vs poison/magic)
PP 30
PB 9
Spd 32
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 (Bachelor's Degree)
    Everyman
  • Pilot: Automobile 98%
  • Basic Mathematics 98%

    Four Skill Programs
    • Physical/Athletic Program
    • Acrobatics
      98% - Sense of balance
      98% - Walk tightrope or high wire
      98% - Climb rope
      98% - Back flip
    • Boxing
    • Gymnastics
      98% - Work parallel bars & rings
      98% - Back flip
    • Wrestling

    • Business Program
    • Business & Finance 80%
    • Computer Operation 85%
    • Law (general) 70%
    • Research 95%
    • Medical Assistant Program
    • Biology 75%
    • Paramedic 85%
    • KYOKUSHINKAI KARATE
    • Languages: Japanese 85%
    • Cultural Skill: Go 75%
    • Philosophical Training: Zen 98%


    Secondary Skills
  1. Athletics (general)
  2. Body Building & Weight lifting
  3. Climbing 95% / 85% rapel
  4. Prowl 67%
  5. Running
  6. Swimming 75%
  7. Radio: Basic 70%
  8. Wilderness Survival 70%
  9. Hunting
  10. Identify Plants & Fruits 50%

------------------------------------------------------------------
Hand to Hand Type:
skillbonusskillbonus
Attacks per melee8To Strike+9
Parry+13Dodge+13
Auto Dodge+3Damage+22
Roll+11 Initiative+4
Leap+1 KOnat'l 18, 19 or 20
Criticalnat'l 18 or better, behindStun
Deathblow     Pull Punch
Back Flip98%Maintain Balance98%

COMBAT SKILLS
Escape MovesRoll With Punch/Fall/Impact
Attack MovesLeap
Basic Defensive Moves Dodge, Parry, Automatic Parry
Advanced Defenses Disarm
Hand AttacksStrike
Basic Foot AttacksKick
Special Attacks Body Flip/Throw, Body Block/Tackle, Crush/Squeeze
Holds/Locks Pin/Incapacitate
Modifiers to Attacks Pull Punch


COMBAT SKILLS:
Attacks per Melee: 7
Escape Moves: Roll With Punch/Fall/Impact
Basic Defensive Moves: Dodge, Parry, Automatic Parry
Advanced Defenses: Multiple Dodge, Circular Parry, Combination
Parry/Attack, Breakfall
Hand Attacks: Strike (Punch), Knife Hand, Power Punch
Basic Foot Attacks: Kick Attack, Snap Kick, Reverse Turning Kick
(Combination Dodge/Kick).
Jumping Foot Attacks: Jump Kick
Special Attacks: Leap Attack
Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold.
Weapon Katas: None
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike,
Critical Strike From Rear.
---------------------------------------------------------------
POWERS/EQUIPMENT/NOTES

    Martial Art Powers:
  • Tamashiwara - Although this technique allows for just one attack per melee round, the damage from that attack can be awesome. In this kind of attack the A.R. and S.D.C. of the object are irrelevant because the martial artist is really breaking the Chi of the object.
    Using the character's usual bonus to Strike, to be successful, the roll must be 14 or better. If the roll is successful, then the target object is broken or has a hole in it. If the roll is between 5 and 13, then the Tamashiwara practitioner does full normal damage from the blow (plus damage bonuses), but the martial artist also takes half that damage. A roll of 14 or higher means successfully punching or kicking another human being inflicting double damage (plus damage bonus) directly to hit points (not S.D.C.).
  • Iai-Jutsu: Initiative bonus +3
  • Itsutsu-No-Kata: Can only be used as defense against multiple attackers, every attack made on the character will result in an automatically circular or multiple parry with a +2 bonus (to parry), and an automatic multiple dodge with a +2 bonus. All normal bonuses which the characters may already possess are also added.
  • Bassai Kata. A singleminded attack on a single opponent. All Strike rolls receive a +3 bonus plus the character's normal attribute and form bonuses. The character performs all other defensive moves at a -3 (that means —3 to parry, dodge and roll).
    1. Chi Mastery
    2. Chi Awareness: The ability to sense the level and type of chi in others. The range of Chi Awareness is limited to 40ft (12.2m). The character will be able to instantly recognize any of the following conditions:
      • A person with zero chi.
      • A person with only 1 or 2 points of chi.
      • Anyone with more than 10 points of chi.
      • Anyone with chi skills (from Arts of Invisibility, Body Hardening, Katas or Martial Art Techniques).
      • Anyone with Chi Mastery skills.
      • Anyone with more chi than the character's own.
      • The presence of negative or positive chi in any person, place or thing. Living things are usually charged with positive chi. This is the force of life and healing that makes it possible for things to grow and survive. Negative chi is used by those trained in Snake Style or Tien Hsueh. This negative chi is not necessarily evil, but it is based on the forces of nonlife, and it prevents healing in living things.
    3. Chi Relaxation: The ability to "calm" the mind. This means the character can go to sleep instantly, eat without indigestion, relax in the face of danger, and otherwise "cool it" whenever necessary. This also gives the character great resistance to the effects of insanity or drug addiction. Of course , the character can still have an insanity, be a drug addict or an alcoholic, it's just that the character can hide the symptoms and resist the temptations. This resistance will disappear when the character's chi is weakened and drops below 10.
      For example, let's look at our old friend Kajo, who is a recovered alcoholic. So long as Kajo has a high level of chi, he can easily resist the temptation of drink. However, after a  battle has depleted his chi, he finds himself shaken and tense. Suddenly, he needs that drink. Rather than meditating to recover his chi he succumbs to his desire for a beer. From that point on the character is lost, either too drunk or too shaken to recover his lost chi. Kajo will continue to drink and have the affects of an alcoholic until he is made to recover. Affects of alcohol & drugs on chi in the Insanity Section.
      Any character with Chi Mastery can use Chi Relaxation to regain lost chi. A full hour's meditation will recover all lost chi, no matter what the amount. Note that this does not cure Chi "damaged" Dim Mak nor does it work if the character is infected with Negative Chi.
    4. Defend against Chi Attacks: Chi Combat is pretty unusual. It' s something that's only used by those rare characters with Negative Chi, and it's only used against opponents with Positive Chi. Defending against Chi Attack is automatic and takes no melee round action. Here are the main features of Chi Attacks:
      Defensive Chi: Each point of Positive Chi used to defend is capable of destroying 1D6  of attacking Negative Chi points.
      Offensive Chi: The amount of Positive Chi destroyed by one point of Negative Chi is 3D6 points. Once the victim has reached zero Chi, then each point of Negative Chi will enter the victim's body.
      Non-Chi Masters in Chi Combat: Those without training in Chi Mastery are totally vulnerable in Chi Combat. Their Chi can be easily destroyed and, once they're at zero, they can be filled with negative chi.
      Getting Rid of Negative Chi: There are two ways to dispel Negative Chi. The easiest is to be treated by someone with the Chi Healing (Chiatsu) ability. The only other way of purging Negative Chi is by meditating in a place of great Positive Chi. By staying in a wild  forest, or by a waterfall, or in some other natural place, the character can eliminate 1D6 Negative Chi points per day.
  • Find Weakness: A character can "focus" Chi on an opponent (or an object) and eventually "feel" any inherent weaknesses. The first melee round the character must devote his/her energies on "focusing" the Chi. This might be though of as a sort of combat meditation. During this first melee of intense concentration, the martial artist can not attack/strike, but only defend. The next melee round, the character can add a +1 to Strike and a +2 to Damage on the person or object of the focus. As long as focus is maintained on that one target only, the bonuses will remain for all subsequent combat melees until the opponent is defeated or a new opponent is engaged. This skill requires no expenditure of Chi points, and can be used so long as the character isn't drained of Chi.
  • Vibrating Palm. The vibrating palm move shatters any material object by setting up sympathetic vibrations that are destructive. The first melee round of a Vibrating Palm will result in disrupting just 1 point of S.D.C. However, each succeeding melee round doubles the amount of disruption damage. So that the second melee round destroys 2 points of S. D. C., the third round gets rid of another 4 points, the fourth round wipes out 8 points, and by the tenth melee round, the character is able to destroy 512 points of S.D.C., the maximum possible . Uninterrupted, the character can shake virtually any object to pieces.
    Vibrating Palm requires the character's complete and undivided attention. No other attacks, actions, or defenses can be performed, and the character can't even talk without withdrawing from the vibrations. The martial artist can maintain concentration even under attack, enduring up to 20 S.D.C. or 8 hit points before the pain ruins his concentration. Of course, getting knocked down, pulled away, knocked out, and so on, will interrupt the power of the vibrating palm. If a Vibrating Palm is stopped or interrupted, all vibrations stop and no more damage is added. Starting up again means starting back at the beginning, with 1 S.D.C. on the first melee round.
    Note: The character must focus his attention on each specific target, thus he can not juice up on one target and then switch to another without having to start the whole process again, beginning with one S.D.C. of damage. The vibrating palm will only affect inanimate, non-living, objects; not people! It also takes the place of all melee attacks and/or actions.


quote:
Cause of Mutation
01 -20 An unknown, random element. A complete mystery.
Unusual Characteristics
61-80 Insect or aquatic features, large, round, dark eyes, large mouth with no upper lip (and not much of a lower one), small or flat nose, and little or no hair on the head or face; -2 points from P.B.
35-39 Odd skin color:
71-80 Black (as in coal black)
Category and Number of Powers
91 -00 Unstable Powers! This mutant's powers are unpredictable and constantly changel At level one, the mutant selects one Major Super Ability and two Minor Super Abilities. Then roll on the Unstable Powers Table.
21-40 Grows in power with experience and age. Gets a new power at levels 3, 6, 10, and 15. Roll percentile dice: 01-70 means one new Minor ability surfaces, 71-00 means one Major ability appears.


    Minor
  1. Extraordinary Physical Prowess - A greatly heightened physical prowess attribute providing increased speed and agility.
  2. Motion Detection (PU 1) - This means he cannot be snuck upon or caught by surprise from a nearby opponent (long-range blasts and bullets are effective because of their great speed and small size). Range: The motion detection sense only works in a 60 foot (18 m) diameter around the character.
    Motion Detection Abilities & Senses:
    Track MovementCan track the movement and location of those moving around
    him without actually looking and even if they are invisible
    or prowling.
    Tracking by motion detection alone: 42% +4% per level of
    experience (+20% if the target is larger than a human, a
    robot or vehicle).
    Estimate Distance50% +4% per experience level
    Estimate Direction & Speed40% +4% per experience level
    Estimate Location
    40% +4% per experience level even if the super being is
    blind or can't see his (invisible or concealed) opponent.
    Penalties for being blind or fighting an invisible foe
    are only -3 to strike, parry and dodge.

  3. Received at level 3: Hardened Skin (PU 1) - This ability gives the character a nearly impenetrable Armor Rating (A R.). For the most part the skin looks healthy and feels normal, though a bit thicker and harder/denser than normal.
    Natural A.R.: Starts out with a Natural AR. of 11 +1 AR point at levels 4, 6, 8, 10, 12, and 14.


    Major
  1. Animal Abilities: Arachnid
    Physical Traits: Tough, dark, wiry hair. Tiny, black eyes, with no ears to speak of and a very thin, lanky build.
    Abilities and Bonuses :
    1. Wall crawling, same as the Adhesion power on page 228 of Heroes Unlimited, Second Edition (HU2) rule book.
    Characters with this power are able to attach themselves to any solid surface by their fingers and hands, toes and feet. This means that the person can walk on walls or ceilings, can climb any surface effortlessly, and is terrific at catching fly balls. The only limits to this power are the character's own strength and speed. Attempting to carry a heavy load greater than his/her P.S.x10 in pounds (0.45 kg), will cause the character to immediately fall off. Speed climbing and crawling along walls and ceilings is equal to half the running speed (see Spd. attribute).
    Restrictions: Loose rocks, crumbling plaster, ice, oil or other slippery substances will prevent the character from adhering to a surface (polished metal, chrome, and glass are not considered slippery substances and can be held on to or climbed).
    Other Abilities and Bonuses:
    Automatic climbing skill equal to 90% proficiency (does not include rappelling); -15% when the character is wearing shoes and/or gloves.
    Add +10% to the prowl skill but only when climbing on the ceiling, wall or other high place.
    +15% to palming, pick pockets, and concealment.
    2. Poisonous bite, same as the Venomous Attack minor power on page 48 of Powers Unlimited One.
    Paralytic Poison: Victims must save vs non-lethal poison (a roll of 16 or higher). A failed roll means 1D4 damage and the part of the body that was stung becomes paralyzed within seconds. If an arm or leg, the character functions without its use. One melee round later, the entire body is paralyzed by the neural toxin for 1D6+2 melee rounds; cannot attack, use powers (except mind powers) or even speak.
    3. Leap up to 8 feet (2.4 m) straight up or lengthwise.
    4. Add 1D6+1 to P.P. attribute.
    5. Add 2D4+2 to P.S. attribute; which is considered Extraordinary.
    6. +3 to roll with impact from falls.
    7. Can control up to 1D6 spiders and/or scorpions per level of experience. Note: Most spiders in North America are non lethal and even a Black Widow spider or scorpion will have to bite its victim two or more times to kill an adult.
    Spiders of Australia, Asia and South America include many deadly types.
  2. Alter Metabolism
    Range: Self
    Duration: As indicated below.
    This major ability gives the character the power to adjust his metabolic system, reducing the need for food or sleep, slowing the progression of poison, increasing his speed or alterness, and so on, by adjusting his body chemistry and metabolism. As many as four of the metabolic altering powers can be used at one time -all effects, bonuses and penalties are cumulative.
    1. No Sleep. The character can function without ill effect for two days plus eight hours per level of experience. After this period, he must sleep for 16 hours, otherwise his speed, number of attacks, skill proficiencies and bonuses are all
    reduced by half.
    2. No food or water: Enables the character to go one day per each level of experience without eating food or drinking water and without ill effect. After this time period, the character is famished and must eat the equivalent of three large dinners and drink at least one gallon (3.8 liters) of fluid.
    3. Calm Self: Keeps heart rate steady and even, does not become excited, anxious or nervous. +1 to save vs magic, +4 to save vs Horror Factor, +4 to save vs mind control/hypnosis whether it is induced by drugs, psionics, magic, or the super ability, and +2 to save vs possession. Can remain focused and perform skills without penalty even during high stress situations.
    Duration: Five minutes per level of experience.
    Side Effect: Afterward , the character suffers from a headache for one hour - no penalties, just minor discomfort.
    4. Adrenal Rush: +2 on initiative, + 1 to strike, parry and dodge, +4 to P .S. and add one melee attack.
    Duration : One melee round per level of experience. Side Effect: -1 on initiative, strike, parry and dodge for one hour afterwards.
    5. Hyper Metabolism : +2 on initiative, +1 to strike, parry and dodge, add two attacks per melee and triple normal speed (not applicable to flight or any superspeed powers).
    Duration: Three melees per level of experience.
    Side Effect: Hungry and tired, reduce normal speed by 20% and is -2 on initiative and -2 to strike, parry, and dodge for two hours afterwards.
    6. Slow Metabolism: The character becomes slow and lethargic. Reduce his speed, number of attacks and bonuses by half. The condition also reduces the effects, duration and damage of poison, drugs, gases, and disease by half.
    Duration: As long as necessary, a minimum of one minute even if rendered unconscious.
    Side Effect: There are no penalties from using this power.
    7. Accelerated Healing: Instantly restores 14 S.D.C. or 7 hit points once every 12 hours, plus normal healing. In addition, the normal rate of healing is doubled and there is no scarring. Duration: One hour per level of level of experience.
    Side Effect: Leaves the character feeling a bit drained and tired ; reduce speed 10%, -1 on initiative and -5% on skill performance.
    8. One time Bonuses: +1D4 to P.E. +1D6 to speed +15 S.D.C.

This message was last edited by the GM at 07:42, Mon 20 Mar 2023.
Marutukku
Fri 4 Mar 2022
at 13:02
  • msg #10

Dramatis Personnae

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.)
------------------------------------------------------------------
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%


    • Language 95%


    • Journalist/lnvestigation Program
    • Computer Operation 85%
    • Research 95%
    • Photography 80%
    • Writing (Joumalistic Style) 70%


    • further study
    • Boxing

------------------------------------------------------------------
    SECONDARY SKILLS
  1. Hand to Hand : Martial Arts
  2. Hand to Hand : Martial Arts
  3. Hand to Hand : Martial Arts
  4. Athletics (general)
  5. Body Building & Weight lifting
  6. Climbing 65/55
  7. Prowl 50
  8. Running
  9. Swimming 75
  10. S.C.U.B.A./Advanced Swimming 75


------------------------------------------------------------------
Hand to Hand Type: Martial Arts
skillbonusskillbonus
Attacks per melee6To Strike4
Parry7Dodge9/111
Auto Dodge  Damage62
Roll6 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 MovesRoll With Punch/Fall/Impact
Attack MovesLeap
Basic Defensive Moves Dodge, Parry, Automatic Parry
Advanced Defenses Disarm
Hand AttacksStrike
Basic Foot AttacksKick
Special Attacks Body Flip/Throw, Body Block/Tackle, Crush/Squeeze
Holds/Locks Pin/Incapacitate
Modifiers to Attacks Pull Punch

---------------------------------------------------------------
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.
Clamor
Sat 12 Mar 2022
at 04:00
  • msg #11

Dramatis Personnae

Name: Clamor True Name: Billy Klang Player: NPC
Super Power Category: Mutant Education Level: Two Years of College
Alignment: Aberrant Occupation: Supervillain
Experience Level:  3   Experience Points:
Hit Points: 40  SDC (natural): 82  Chi: 21
Armor Rating:   SDC (artificial):
Height:  5' 8" Weight:  150lbs Age: 35  Sex: male
Eye Color: brown Hair Color: black  Land of Origin: USA
Birth Order: only child Disposition:

IQ14 
ME15 
MA12 
PS16+1damage
PE21+12% vs coma/death, +3 vs poison/magic
PP29+7 to strike/parry/dodge
PB11 
Spd28140 yards per melee round

+2 to save vs Horror Factor


SKILLS (Two Years of College)
    Everyman
  • Pilot: Automobile
  • Basic Mathematics


    Domestic Program
  • Basic Mathematics
  • Sing
  • Play Guitar (+10%)
  • Play Piano (+10%)

    Business Program
  • Basic Mathematics
  • Business & Finance
  • Computer Operation
  • Law (general)
  • Research

------------------------------------------------------------------
    Ten Secondary Skills
  1. Shao-Lin Kung Fu
  2. Kick Practice or Chagi. Repeated kicks at all heights. The character develops the flexibility to do the "splits," to kick straight up over the head, and to jump up, kick something directly overhead, and return to a standing position.
  3. Dragon Kata
  4. Language: Chinese
    • Gymnastics
    • 60% +3% per level - Sense of balance
    • 70% +3% per level - Work parallel bars & rings
    • 70% +2% per level - Climb rope
    • 80% +2% per level - Back flip

  5. Taoism
  6. Iron Hand or Kanshu. This is the development of the "Penetration Hand," a toughened hand that will not take damage from hitting hard objects . The hands are plunged into barrels of rice , then sand, then pebbles . This constant training toughens the hands enormously.
  7. skill slots used for Martial Art
  8. Prowl (+15%)
  9. Climbing (+20%)



Hand to Hand Type: Shao Lin Kung Fu
skillbonusskillbonus
Attacks per melee6To Strike+10
Parry+10Dodge+9
Auto Dodge+13Damage   
Roll with Impact+8Initiative+7
Leap+1Disarm+8
Criticalnat'l 19 or 20, from behindStun 
Deathblow     Pull Punch+3
Back Flip+1Maintain Balance

COMBAT SKILLS
Escape MovesRoll With Punch/Fall/Impact, Back Flip
Attack MovesLeap, Backflip
Basic Defensive Moves Dodge, Parry, Automatic Parry
Advanced DefensesMultiple Dodge , Combination Parry/Attack, Disarm
Hand Attacks
(+2 damage)
Strike (punch), Knife Hand, Double-Knuckle Fist,
Backhand, Palm Strike
Basic Foot Attacks
(+2 to strike, +1 to damage)
Kick Attack, Tripping/Leg Hooks, Snap Kick,
Crescent Kick, Wheel Kick
Jumping Foot AttacksJump Kick
Special AttacksDeath Blow, Leap Attack, Forearm
Holds/LocksArm Hold , Leg Hold , Body Hold , Neck Hold
Modifiers to AttacksPull Punch, Knock-Out/Stun, Critical Strike, Critical Strike From Rear

    Shao Lin Kung Fu Dragon Kata
  • Building energy and power throughout the melee round, but holding back until the very last chance to attack. The kata takes up the entire melee round and the only defense available is the Automatic Parry . All this energy turns the attack into a Critical Strike (Double Damage). The attack can be any hand strike, a Kick Attack, Snap Kick, or Crescent Kick.



POWERS/EQUIPMENT/NOTES
MUTANT
Cause - Unknown, a complete mystery
Unusual Traits
Ambidextrous: These characters can use the right and
left hands with equal skill and dexterity. Bonuses: Adds one additional
attack per melee, +1 to parry, +5 to climbing skill, +5% to
escape artist, pick locks, mechanical and electrical repai r skills.
One Major and Three Minor Abilities
    Major - Sonic Power: The ability to manipulate and control aspects of sound.
  1. Hear Wider Spectrum of Sound : Loudness or intensity of loudness is measured in decibels. This superbeing can hear even one decibel of sound at a great distance (1000feet/305m).
    Range: 1300 feet(396m)
      This enables him to
    • Estimate the distance of the sound - 68%
    • Estimate speed of approach/departure - 58%
    • Recognize the type of sound - 80%
    • Pinpoint the exact location of sound - 42%
    • Can use sound to reduce the penalties for blindness, activity in total darkness or fighting the invisible. Penalties for being blind or fighting the unseen are reduced by half: -4 to strike, parry and dodge while blind, instead of -8.

      Guidelines for the Decibel Scale
    • A 20 decibel sound is 10 times louder than a 10 decibel sound; 30 decibels is 100 times louder; 40 decibels is 1000 times louder, etc.
    • One decibel: The smallest difference between sounds detectable by the human ear.
    • 10 decibels: A light whisper.
    • 20 decibels: A quiet conversation.
    • 30 decibels: A normal conversation.
    • 40 decibels: Light traffic.
    • 50 decibels: Loud conversation.
    • 60 decibels: Shouting
    • 70 decibels: Heavy traffic.
    • 80 decibels: Loud noise, subways, rock concerts.
    • 90 decibels: Very loud ; thunder.
    • 100 decibels: Jet plane take-off; temporarily deafening.
    • 140 decibels: Extremely loud , painful, deafening.

    Sound waves travel better and faster through solids and water because of the denser molecules. Thus, the character can hear clearly through walls by leaning his ear against the wall or floor.
    Note: The range of all hearing abilities is reduced by half in the city during the day, because the ambient noise makes it difficult to focus on specific sounds.
  2. Emit High-Pitched Whine: This ability enables the character to emit a high-pitched frequency or whine which will hurt, deafen and distract all who fall prey to it. Victims are -6 on initiative, and -6 to strike, parry and dodge. Victims also take 1d6 points of damage each melee round (subtract damage from S.D.C. first). The only defense is to plug the ears. Plugging ears (both must be plugged) with fingers reduces damage and minuses by half, but also prevents counterattacks that require the use of the hands. Plugging ears with cotton, tissue or cloth reduces the damage by half and penalties by one point. Ear plugs will prevent any damage and reduce penalties to only -2.
    Note: The sonic character must concentrate to maintain the sound frequency and can not use any other sonic power simultaneously. However, the character can engage in hand to hand combat without penalty.
    Range: 195 feet (59.1m).
    Area Affected : 30 foot (9 m) radius, with hero as focal point.
    Damage: 1d6 per melee round.
    Saving Throw: None; only save is to plug ears.
  3. Sonic Boom or Blast: A narrowly focused blast or bolt of concentrated sound waves that hits like a shotgun blast.
    Range: 230 feet (70m).
    Duration: Instant
    Damage: 1D4x10; +10 damage for any attacks underwater.
    Attacks Per Melee: Each Sonic Blast counts as one melee attack.
  4. Sonar: This is the emitting of high-frequency sound waves underwater which bounce off objects, retuming and indicating the direction and distance of the reflecting objects.
    Range: 700 feet (212m).
      The ability Includes
    • Interpreting shapes: 74%
    • Estimating Distance: 84%
    • Estimating Direction: 74%
    • Estimating Exact Location: 52%
    • Other Abilities and Bonuses:
      +1 on initiative at levels 1 , 3, 5, 7, 9, 1 2 and 1 5.
      +1 to parry and dodge.
      +1 to strike.
      Add 1D4x10 S.D.C.
      Sonic blasts/attacks do no damage.
      Resistant to the effects of loud, damaging or otherwise dangerous levels of sound; half the penalties and damage.

    Minor
    • Extraordinary Physical Prowess: A greatly heightened physical prowess attribute providing increased speed and agility. Bonuses:
    • Add 2D4 to the P.P. attribute.
    • Add 3D4 to the Speed attribute.
    • Add one extra attack per melee round.
    • +3 to automatic dodge; can dodge an attack without using up a melee action.
    • Plus 10% to physical skills requiring dexterity and prowess, such as prowl, gymnastics, acrobatics, climb, etc.

    • Lightning Reflexes: The character possesses an accelerated metabolism that makes everything around the hero seem to move in slow motion, while he moves with startling quickness. It is important to note that this is not heightened dexterity so much as a set of heightened reaction times.
      Bonuses:
    • +3 on initiative
    • +1 to disarm
    • +3 to pull punch
    • +2 to roll with punch, fall or impact
    • +2D4 to Speed attribute
    • +1 additional attack per melee round
    • automatic dodge (can dodge without using up a melee attack and is +3 to do so, other dodge bonuses don't apply to the auto-dodge)
    • and W. P. Paired Weapons
    • Limitations & Penalties: Tends to be fidgety, has trouble sleeping, and is often cocky.

    • Heightened Sense of Awareness: The character has an uncanny awareness of people and events transpiring around him. The ability manifests itself as a strange sense  of deja 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 action. Bonuses: Due to this preparedness
    • the character doesn't usually suffer from surprise
    • +2 on initiative
    • +1 to roll with punch, fall or impact
    • +2 to save vs Horror Factor
    • gets an automatic dodge.

This message was last edited by the GM at 02:57, Mon 18 Apr 2022.
Bronto Bear
Sat 13 Aug 2022
at 02:16
  • msg #12

Dramatis Personnae

Name: n/a True Name: n/a Player: NPC
Super Power Category: Mythical Monster Education Level: nope
Alignment: animal Occupation: eating
Experience Level: n/a     Experience Points:
Hit Points: 2000  SDC (natural):   5792/10000
Chi/PPE: 300/50 ISP: 70
Height: 40 feet Weight: 10 tons Age: ?  Sex: ?

IQ7 
ME15 
MA4  
PS40+25 damage
PE20 
PP20 
PB- 
Spd50  

Horror Factor 18


Excellent day vision and can see equally well in the dark, exceptional hearing (equivalent to cybernetic amplified hearing), and can see the invisible. Supernatural strength and endurance, takes 1/2 damage from fire and heat, plus bio-regeneration 3D6 SDC per round. Additionally, it senses psychic and magic energy (equal to the Psi-Stalker, see RIFTS, page 105), plus its other psychic powers (see Psionics).
Vulnerabilities: Brontobears take double damage from mega-damage cold attacks.


skillbonusskillbonus
Attacks per melee5To Strike+6
Parry+6Dodge-4
claw8d6+25bite2d4X10+25
Roll w/impact Initiative+6
vs Psionics+2vs Magic+4
vs Horror Factor+10Stun 
Deathblow     Pull Punch+4
Back Flip  Maintain Balance



POWERS
PS considered Supernatural, claws add 2d6 to all strikes, bite is 2d4x10 plus PS damage
Psionics: Detect Psionics, Presence Sense, Sense Evil, Sense Magic, Sixth Sense


This message was last edited by the GM at 16:57, Sun 09 Oct 2022.
Sign In