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20:42, 25th April 2024 (GMT+0)

Sophes

Sophes (the Avenger)
Atlantean Undead Slayer

Alignment: Scrupulous Experience: 6th Level
Age: 33 Height: 6’3” H.P.: 48
Sex: Male Weight: 225 lbs M.D.C.: 256 (+11 per tattoo)
Description: Handsome, black hair, tall P.P.E.: 232 (+10 per level, +6 per tattoo)
Disposition: Bold lone wolf (recovers 20 PPE per hour of rest or sleep)

I.Q. 17 +3% skill bonus 6 Attacks Saving Throws
M.E. 29 +2 initiative +11 vs magic
M.A. 15 +5 strike +7 vs psionics
P.S. 33 +18 S.D.C. damage +9 parry +12 vs insanity
P.P. 21 +9 dodge +8 vs horror factor
P.E. 28 +5 pull punch +7 vs poison
P.B. 19 45% charm/impress +10 roll with impact +26% vs coma/death
Spd. 48 960m/min +3 disarm
Horror Factor: 14 +5 entangle

Natural Abilities:
Cannot be physically transformed by any means
Grows one inch every century
Sense vampires and vampire intelligences within 1000 feet, recognize vampires by sight at 12% per level (72%)
Can operate pyramids at 65% +5% per level
Sense ley lines at 55% +5% per level up to 60 miles away (+10 miles per level)
Sense nexus when on ley line 65% +5% per level
Sense rifts, 100 miles (+10 miles per level)
Ley line phasing (1D4 melees of concentration) at 10 per day (+1 per level)
Supernatural PS and PE
Carry 1650 lbs (750kg), lift 3300 lbs (1500kg)

Hand to Hand Combat: Special Abilities
Critical Strike on a natural 18-20
Auto-knockout on a natural 20
Can pin someone on natural 18-20
No fear of heights

Attack
Restrained Punch 5d6+18 S.D.C.
Backhand/Elbow/Punch 4d6 M.D.
Karate Punch 4d6 M.D.
Power Punch 1d4x10 M.D. (2 attacks)
Knee 4d6 M.D.
Kick Attack 5d6 M.D.
Karate Kick 5d6 M.D.
Power Kick 1d6x10 M.D. (2 attacks)
Leap Kick 6d6 M.D. (2 attacks)
Body Flip 4d6 M.D. knocks down opponent (loses initiative & 1 attack)
Backward Sweep knockdown on rear opponents (loses initiative & 1 attack), no damage
Trip/Leg Hook knockdown opponents (loses initiative & 1 attack), no damage
Body Block/Tackle 4d6 M.D. (must dodge or parry to avoid knockdown)
Crush/Squeeze 4d6 M.D.
Disarm – Attack or Defense, both use 1 attack, Defense requires natural 19-20
Entangle– defensive maneuver:  entrap attacking weapon for melee, reroll each round vs dodge to keep entangled

Ranged Combat: Special Forces
Critical Strike on a natural 18-20
+1 initiative with Ranged Weapons you have a WP for
Coldcock: use gun butt as a weapon, +1d4 S.D.C. from pistol, +1d6 S.D.C. from rifle
Rapid Reload: Reload and attack in one action, attack counts as Wild
Walking Aim: Walk at ¼ Speed and still fire an Aimed Shot
Imposed Dodge Penalty to Targets (-2)


Marks of Heritage:
15 P.P.E. Heart Impaled by a Wooden Stake (Protection - vampires & similar undead) 1 hour per level (bite and mind control)
10 P.P.E. Flaming Flamberge (15minutes per level) two-handed, 3d6 M.D.

Other Magic Tattoos:
2 P.P.E. Knife (30 minutes per level) 1d6 S.D.C.
2 P.P.E. Mace (30 minutes per level) 2d6 S.D.C.
5 P.P.E. Two Swords Crossed (15 minutes per level) +1 strike, +2 parry with swords
10 P.P.E. Flaming Broadsword (15 minutes per level) 2d6 MD
20 P.P.E. Flaming Katana, Coiled by a Serpent (15 minutes per level) normally inflicts 2d6 M.D. / inflicts 6d6 against
dragons, sea serpents, dinosaurs, giant reptiles, and supernatural reptilians (dybbuk, sowki, gargoyles, etc..)
10 P.P.E. Long Bow with 4 flaming, winged arrows (15 minutes per level)
2d6 M.D., 760 foot range (+20 feet per level from WP Archery)
+20 P.P.E. triple range to 2280 feet and arrows magically return to hand (+60 feet per level from WP Archery)
20 P.P.E. Three Eyes (Supernatural Vision) 10 minutes per level
perfect vision, nightvision 1200 feet in total darkness, see the invisible, see aura, +1 strike, +1 initiative
15 P.P.E. Eye of Knowledge (Language) 15 minutes per level (speaks all languages at 96%, literate in all languages at 82%)
15 P.P.E. Cross (Turn Dead) 1 minute per level (60 feet away, 1d6 animated dead per level)
25 P.P.E. Knight in Full Body Armor (Armor) 30 minutes per level (transparent, weightless armor with 20 M.D.C. per level)
40 P.P.E. Heart Encircled by Chains (Invunerability) 10 minutes per level (75 M.D.C. per level)

40 P.P.E. Foot with Wings (Speed Person) 2 melees per level (+2 attacks, +30 Spd)
20 P.P.E. Heart with Large Wings (Flight) 30 minutes per level (fly 50mph +10 per level) up to 4000 feet high
Continues when unconscious, causing floating 2d6 feet above ground and moving 5mph with the wind
+1 strike and +1 dodge at levels 4, 8, 12 (+3 S.D.C. damage from airborne attacks)
30 P.P.E. Lightning Bolts (Shoot Lightning) 1 minute per level
5d6 MD +1d6 per 2 levels, +6 strike Total, 700 feet + 100 feet per level
50 P.P.E. Chain Wrapped Around a Cloud (Air Powers) 1 minute per level
See invisible, 200 feet, Astral beings, entities, Elementals, ghosts, includes the naturally invisible or formless
Float in Air, held in air 1 or 2 feet above ground, all attacks/strikes/parries/dodges are -1, speed is half
Wind Rush, creates 60mph wind against single target or area up to 20 feet wide, 120 foot range
can knock people down, knock riders off mounts, blow small objects away, create small dust storms
unable to attack or move forward when caught in wind, roll of 18-20 to keep balance
it takes 1 melee to recover, and 1d8 melees to gather up blown away items
Calm Storms, 1 mile area per level, downpour to light rain, reduce wind speed or waves by half, lighten stormy skies
Call Lightning once per melee round, 1d6 M.D. per level, up to 300 feet away, line of sight
See and Communicate with Air Elementals
45 P.P.E. Skull Engulfed in Flames (Fire Powers) 5 minutes per level
Energy Aura, provides 60 M.D.C., eerie red glow resembling heat vapors with wisps of fire coming and going Impervious to Fire and Heat, includes magic and mega-damage
Resistant to Energy, all other forms of energy do half damage
Fire Bolts, 1d4 M.D. per level, regulate in 1d4 increments, shoots from fingertips, 100 feet per level, +5 strike total
30 P.P.E. Rose and Thorny Stem Dripping Blood (Basic Healing) 1 minute per level, 3 touches each minute (3 foot range)
Heals 3d6 S.D.C. & 1d6 H.P., bruises, cuts, gashes, bullet wounds (not the bullet), burned flesh, pulled muscles
124 P.P.E. Phoenix Rising From the Flames (Super Healing) touch or 12 feet
restores 50 S.D.C. and 50 H.P. or 100 M.D.C.
cures all common diseases, magic minor disorders, magic sickness, minor curse, and petrification
Resurrection within 6 hours of death
brings person up to 3 H.P., restores limbs and organs, heals all wounds
Permanently loses an additional 1d6 H.P., 2d6 P.P.E., and 1 point of P.E.
Permanently gains 1 point of M.A.

30 P.P.E. Tiger (1 hour per level) 68 H.P., 80 S.D.C. 4 attacks run 15 mph, 35 mph for 1D4 minutes
swim 80% Bite – 2d6 S.D.C. +3 strike leap 20 feet high, 25 feet long
prowl 70% Claws – 2d6+8 S.D.C. +3 parry keen vision and hearing
climb 50% +4 dodge nightvision 60 feet
track by smell 50%

15 P.P.E. Eagle (1 hour per level) 24 H.P., 10 S.D.C. 4 attacks flying 35 mph, 75 mph for 1 hour
Bite – 2d4 S.D.C. +2 strike nightvision 400 feet
Claws – 2d6+4 S.D.C. +2 parry exceptional vision and hearing
(2 attacks) Diving Claws – 4d6+4 S.D.C. +3 dodge

100 P.P.E. Manticore (30 min per level) 220 M.D.C. 5 attacks restrained claw – 4d6+15 S.D.C. nightvision 60 feet
I.Q.: 8 P.P.: 24 4’ at shoulder +8 strike full claw – 3d6 M.D. prowl 50%
M.E.: 13 P.E.: 30 10’ long +9 parry power claw – 6d6 M.D. swim 50%
M.A.: 6 P.B.: 12 700 lbs +9 dodge bite – 1d8 M.D. climb 30%
P.S.: 30 Spd: 30 H.F.: 16 +8 vs magic tail barbs – 1d8+15 S.D.C. track by smell 52%
+13 vs poison barb poison – 6d6 S.D.C. leap 20 ft high/long


O.C.C. Skills: +%/Lvl.    %
Radio: Basic +5% 83%
Language: Dragonese/Elven ---- 98%
Literacy: Dragonese/Elven ---- 98%
Language: American ---- 98%
Literacy: American ---- 98%
Language: Greek ---- 98%
Literacy: Greek ---- 98%
Language: Euro +3% 83%
Language: Gobblely +3% 83%
Language: Spanish +3% 83%
Basic Math +5% 93%
Intelligence +4% 65%
Tracking +5% 68%
Wilderness Survival +5% 73%
Lore: Demons/Monsters +5% 78%
Lore: Faeries/Creatures of Magic +5% 63%
Gymnastics
Work Parallel Bars or Rings +3% 78%
Boxing
Swimming +5% 83%
Hand to Hand: Martial Arts

O.C.C. Related Skills: +%/Lvl.    %
Detect Ambush +5% 68%
Disguise +5% 63%
Escape Artist +5% 68%
Acrobatics
Sense of Balance +5% 88%
Walk Tightrope or High Wire +3% 78%
Climb Rope +2% 93%
Back Flip +5% 88%
Climbing +5% 73% Acquired at level 4
Pilot: Jet Packs +4% 63% Acquired at level 4
Wrestling

Secondary Skills: +%/Lvl.    %
Prowl +5% 63%
Cook +5% 63%
Athletics
Running
Body Building
Pilot: Hovercycle +3% 88%

Weapon Proficiencies: +%/Lvl.    %
W.P. Archery +6% 63% +4 strike, +1 parry, +2 disarm, +120 feet range, RoF = 5
Can shoot 50% farther than max range with no bonuses, No bonuses and half rate of fire if moving
W.P. Targeting +6% 63% +2 strike, +120 feet range
Can throw two small items simultaneously, double damage on natural 19-20
Supernatural strength triples range, more details on range and items on page 328 Ultimate Edition
W.P. Knife +6% 63% +2 strike, +3 parry, +3 throw
W.P. Sword +6% 63% +3 strike, +2 parry, +1 throw (see crossed Sword tattoo)
W.P. Energy Pistol +6% 63% +3 strike
W.P. Energy Rifle +6% 63% +3 strike
W.P. Heavy Energy Weapons +6% 63% +2 strike Acquired at level 4


Equipment:
100 feet of rope, hooded cloak

2 silver-plated knives, wood cross, 12 wood stakes and mallet
2 storm flares

Vibro-Sword 2d6 M.D. (+4d6 from supernatural P.S.) Note: this can break at over 36 M.D.
Flaming Bastard Sword: Flametongue 6d6 M.D. Special Scabbard

TW Shadow Cloak
Human sized only
15 M.D.C. (not intended as armor)
    Perpetual +20% to prowl
    10 PPE: Shadow Meld cast at 5th level, ten minute duration
       Shadow must be at least 5 feet tall or long to hide in
       Gains prowl at 60% or +15% whichever is higher
    45 PPE: Create the Appearance of their shadow coming to life, duration of 5 days
       gains +2 to HF, opponents suffer -2 on combat bonuses, this is scary

Dimensional bag backpack.  11 year life-span left (Not that you know that)

Savings:
85569 credits

So this is the story of his 3 years.  During his time away he moved through the use of Ley Lines to Atlantis, and decided to start his recce of his anscestral homeland.  He spent about six months just scouting the landscape and helping the odd village against minor threats.  All the while trying to keep out of sight of any splugorth minions or their allies.  During this period of time he came to understand that his one man war would yield him very little.  So he decided to head to North America to find allies to help him in freeing the slaves of the Splugorth so as to overcome his enemies through an uprising of their minions.  Sophes encountered some of the coalitions forces on the Eastern seaboard and found them to be not what he wanted.  So he spent the next year and a bit trying to discover allies, his adventures took him all the way to Psyscape, but even here he could not find what he was looking for.  It was during these travels that he came across the news of the gathering of heroes.  Here he believed he would find those he could count on to aid him is his efforts against the Splugorth and the other evil hosts on Atlantis.  So he set off to find it and spent some time travelling in Africa to find the gathering.  During this time he learned of his old comrades and decided they would be the best place to start in enlisting aid for his ultimate goals.