Hangouts: dmblackhaunt
Character Name: William Virgil Summers
Alias: Will, Billy, Summers, The Wanderer (Thanks Cale!), Cupcake (Thanks Nero!), The Man In Black (Thanks Barry!)
Race: Human
O.C.C.: Battle Magus
Occupation: Adventurer
Alignment: Unprincipled
XP Level: 8
XP Points: 60513 (Armstrong 19/10/2019)
Next Level @ XP: 69,961
Sentiments/Non-Humans: Treats all sentient beings with the utmost respect and courtesy until they prove undeserving of it. Has a high regard for life and personal freedom.
Sentiments/Coalition: Suspicious and fearful of the CS. Sees them as a nation of misguided zealots who hate, fear and destroy what they fear and don't understand. Wishes that would change.
Disposition: Confident in his abilities and therefore overprotective of others. Easy going. Wants to be friends with most people he meets.
Insanity: Phobia: Being Alone
ATTRIBUTES
I.Q.: 11
M.E.: 15
M.A.: 12
P.S.: 29
P.P.: 19
P.E.: 30
P.B.: 14
Speed: 35 (75' per action)
PHYSICAL DATA
P.P.E.: 178
I.S.P.: 19
H.P.: 60
S.D.C.: 62
Age: 24
Sex: Male
Height: 6’2”
Weight: 210 lbs.
Description: Shaggy black hair, blue eyes, beard trimmed down to stubble. Large and muscular, but agile.
Natural Abilities
Perception Bonus: 51% (+3%)
Max. Carrying Weight: 580 lbs.
Max. Lifting Weight: 1160 lbs.
No fear of heights.
Jump/Leap: Running Start: 26' forward, 10.5' high. Without running start: 10.5' forward, 4' high.
Special Abilities
One with Mind
☞ Spells, psionic attacks, drugs and disease that cause confusion, dizziness or dull the senses are half as effective.
One with Body
☞ Fatigues at one third the normal rate
☞ Hold breath twice as long (about 4 minutes) as the average human
☞ Exceptional balance (+10%)
☞ Leap 10% farther.
Master of Weapons
☞ Quickdraw Initiative: Swords and Handguns
☞ ☞ Paired Weapons
☞ W.P. Sharpshooting Specialties: Magic Spells
☞ ☞ Shoot accurately while standing on head or hanging upside down; all bonuses applicable at full.
☞ ☞ Dodge, roll or somersault and come up shooting (normally a wild shot), no bonuses or penalties to strike; straight roll of the dice.
Pilot Automatons
Spell Knowledge
O.C.C. Skills
Lore: Demons and Monsters--85% (+5%)
Literacy: American--100% (+5%)
Language: American--99% (+1%)
Language: Spanish--86% (+3%)
Language: Dragonese/Elven--86% (+3%)
Basic Math--100% (+5%)
Boxing
Wrestling
Intelligence--75% (+4%)
Tracking--80% (+5%)
Land Navigation--79% (+4%)
Horsemanship: General--78%/58% (+4%)
- +1 to parry and dodge on horseback
- +1D4 S.D.C. damage to melee weapons and kicks
- Charge Attack w/ Polearm or Spear: +1D6 damage. Counts as two melee attacks. Must roll under second percentile to stay mounted.
- Horse attack (no bonus)
Detect Concealment--70% (+5%)
Camouflage--65% (+5%)
Trap/Mine Detection--65% (+5%)
Climbing--100%/90% (+5%)
Prowl--75% (+5%)
W.P. Sword
W.P. Archery
W.P. Staff
W.P. Knife
W.P. Handguns
W.P. Energy Rifle
Hand to Hand: Martial Arts
O.C.C. Related Skills
Lore: D-Bee--60% (+5%)
Lore: Faeries and Creatures of Magic--60% (+5%)
Lore: Magic--65% (+5%)
Acrobatics
☞ Sense of Balance--98%
☞ Walk Tightrope/High Wire--86% (+3%)
☞ Climb Rope--99% (+2%)
☞ Back Flip--100% (+5%)
Physical Labor (5th level)
Mythology--50% (+5%, 4th Level)
W.P. Rifle (3rd Level)
Fencing (1st Level)
Secondary Skills
Gardening--64% (+4%)
General Repair and Maintenance--70% (+5%)
Running
Art--70% (+5%, 5th Level)
First Aid--80% (+5%, 5th Level)
Pilot: Hovercycles, Skycycles & Rocket Bikes--79% (+3%, 4th Level)
Field Armorer & Munitions Expert--55% (+5%, 4th Level)
Basic Electronics--45% (+5%, 4th Level)
W.P. Targeting (2nd Level)
Mythology--35% (+5%)
Combat Data
HTH Type: Martial Arts
Number of Attacks: 8 (9 when using Magic Blasts for entire round)
Initiative Bonus: +10 (11 when drawing a sword or gun)
Strike Bonus: +4
Parry Bonus: +7
Dodge Bonus: +7
HTH Damage Bonus: +14
Bonus to Roll w/Punch: +8
Bonus to Pull a Punch: +13
Bonus to Disarm: +8
Bonus to Entangle: +2
Crush or Tackle: 1D4
Knee, Elbow, or Backhand Strike: 1D6
Karate Punch: 2D4
Karate Kick: 2D6
Leap Kick: 3D8 (2 APM)
Body Flip/Throw: 1D6 (-1 APM & Initiative)
Power Punch: x2 Damage (2 APM)
Backward Sweep: No damage, but knocks down opponent if strike is successful (-1 APM & Initiative)
Trip/Leg Hook: No damage, but knocks down opponent if the strike is successful (-1 APM & Initiative)
Power Kick: x2 Damage (2 APM); cannot be done with a Leap Kick.
Critical Strike: NAT18-20
Knockout: NAT20.
Pin/Incapacitate: 18-20
W.P. Paired Weapons
Can perform Holds
Back Flip
Back Flip Escape
Weapon Proficiencies
W.P. Sword--+4 to strike, +4 to parry, +2 to strike when thrown, +1D6 to damage.
W.P. Archery--+5 to strike, +1 to parry, +2 to disarm. ROF: 5
W.P. Staff--+3 to strike and parry
W.P. Knife--+4 to strike and parry, +5 to strike when thrown, +1D6 to damage.
W.P. Handguns--+4 to strike
W.P. Rifle--+2 to strike
W.P. Energy Rifle--+4 to strike
W.P. Paired Weapons
+3 to all aimed and called shots
Saving Throw Bonuses
Impervious to disease.
Save vs. Coma/Death: +50%
Save vs. Toxins: +10
Save vs. Magic: +8
Save vs Horror Factor: +8
Save vs. Possession: +6
Save vs. Mind Control: +4