Jack McDermott (Human Wilderness Scout, Mercenary)(Level up)

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Jack McDermott (Human Wilderness Scout, Mercenary)(Level up)

Postby Jack McDermott » Thu Nov 01, 2018 11:08 am

Player Name: Jim Mohan
G-Mail: jwmohan78@gmail.com

Character Name: Jack McDermott
Alias: Handsome Jack
Race: Human
O.C.C.: Wilderness Scout - Mercenary
Alignment: Unprincipled
XP Level: 3
XP Points: 13,400 (Quad 2, Oct 1st, 2019 - Underguard)
Next Level @ XP: 7,301
Sentiments/Non-Humans: Distrusts all non-humans! Jack has found very few "creatures" he can trust..
Sentiments/Coalition: Distrusts the coalition and all strangers. It never fails, they always want something you have and they always have an agenda.
Disposition: Mean, suspicious and vengeful[ especially toward people he doesn't know. Jack is the type to sit back and watch before he leaps into action. It is better to know the situation than to be the situation.
Insanity: None.

ATTRIBUTES
I.Q.: 15
M.E.: 17
M.A.: 11
P.S.: 16
P.P.: 21
P.E.: 16
P.B.: 3
Speed: 21

PHYSICAL DATA
P.P.E.: 3
H.P.: 23
S.D.C.: 59
Age: 39
Sex: Male
Height: 5' 11"
Weight: 200 lbs
Description: Not everybody can be as pretty as Handsome Jack. An average man, average height with a horribly disfigured face... because of them.

Natural Abilities
Perception: 36% (+3%)
Charm/Impress: --
Invoke Trust/Intimidate: 15% / 25%
Max. Encumbrance: 60 lbs.
Max. Carrying Weight: 150 lbs.
Max. Lifting Weight: 300 lbs.
Max. Jumping Ability: 7' across, 8' high

Special Abilities
Trail Blazing - 30% (+5%)
Cross- Country Pacing - 45% (+5%)
Cartography - 50% (+5)

O.C.C. Skills
Cook 60% (+5%)
Fishing 65% (+5%)
Language: American English 96% (+1%)
Language: Dragonese/Elven 71% (+3%)
Horsemanship: General 68%/48% (+4%)
Literacy: Techno-can 71% (+3%)
Wilderness Survival 60% (+5%)
Climbing/Rappelling 70/60% (+5%)
Prowl 50% (+5%)
Identify Plants & Fruit 55% (+5%)
Land Navigation 64% (+4%)
Track & Trap Animals 45%/55% (+5%)
Athletics (General)
Pilot: Hovercycles, Skycycles & Rocket Bikes 86% (+3%)
Radio: Basic 65% (+5%)
W.P. Knife
W.P. Sword
W.P. Energy Rifle
W.P. Heavy M.D. Weapons
Hunting

O.C.C. Related Skills
Detect Ambush 50% (+5%)
Detect Concealment 45% (+5%)
Automotive Mechanics 35% (+5%)
First Aid 65% (+5%)
Carpentry 55% (+5%)
Lore: Magic lvl 2
--General Knowledge: 45% (+5%)
--Recog. Magic Circles, Runes, etc: 35% (+5%)
--Recognize Enchantment 29% (+4%)

HTH Expert
Body Building & Weight Lifting
Boxing
Running
W.P. Targeting
W.P. Archery

Secondary Skills
Pilot: Motorcycles & Snowmobiles 68% (+4%)
Computer Operation 49% (+5%)
Surveillance 40% (+5%)
Tracking: People 35% (+5%)
Mathematics: Basic 50% fixed
Barter 36% (+4%)(level 1)


Combat Data
HTH Type: Expert
Number of Attacks: 5
Initiative Bonus: +1
Strike Bonus: +5
Parry Bonus: +8
Dodge Bonus: +8
HTH Damage Bonus:
Kick Attack: 1D8 damage
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +1
Bonus to Disarm: +2
Automatic Knockout on natural roll of 20

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Knife - +1 to strike, +2 to parry, +2 to strike when thrown
W.P. Sword - +2 to strike, +1 to parry
W.P. Energy Rifle – +1 to strike
W.P. Heavy M.D. Weapons +1 to strike
W.P. Targeting - +2 to strike
W.P. Archery - +2 to strike, +1 to parry with the bow itself, +1 to disarm
Rate of Fire: As per the character's hand-to-hand attacks per melee.
Range: can try a shot at 50% greater distance but does so without the benefit of any bonuses.



Saving Throw Bonuses
Coma/Death: +10%
Magic (varies):
Lethal Poison (14+): +2
Non-Lethal Poison (16+): +2
Insanity (12+): +1
Psionics (varies): +1
Horror Factor (varies): +1
Last edited by Jack McDermott on Thu Jun 13, 2019 8:16 am, edited 38 times in total.
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Re: Jack McDermott (Human Wilderness Scout, Mercenary)

Postby Jack McDermott » Thu Nov 01, 2018 11:14 am

Equipment

Wild Boar Motorcycle

Carried/In Hand
Tesla Bow (Patron Item)

Worn on Person
NE-BA-30 Light Body Armor
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Talisman of Sustain - Around Neck
Talisman of Armor of Ithan - Around Neck
Backpack1
Survival Knife (in boot)
Cloth face mask
Secure Universal Card: 4000 credits

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
• 12 attachment points
• Attachment: Vibro-Sword
• Attachment: E-clip (spare)
• Attachment: E-clip (spare)
• Attachment: E-clip (spare)
• Attachment: Wilk's 457 Laser Pulse Rifle w/ Wilk's Integrated Optics Gun-Sight
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:

Backpack1
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Canteen
• Space: E-clip (spare)
• Space: E-clip (spare)
• Space: First aid kit
• Space: (5) Ropes (4' long)
• Space: Canteen
• Space: Air filter
• Space: Sack 2
• Space:

Knapsack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Camouflage wilderness clothes (shirt and pants)
• Space: Pair of boots
• Space: Hat
• Space: Sunglasses
• Space: Face buff
• Space:
• Space: 100' rope (attached to the outside)
• Space:
• Space:
• Space:

Sack 1
(6) Iron spikes
(6) Wooden spikes
Wooden cross (8 inch)
Hammer
Mallet

Sack 2
Animal skinning knife
Fishing line and hooks
Animal snares
(6) Flares

Stored in Wild Boar Motorcycle Cargo Space
Knapsack
Sack 1




Gear Stats

Tesla Bow (Patron Item)
Image
The Tesla Bow is a weapon whose origins and name are lost to the annals of history. The bow fires what are effectively miniature, focused, and directed bolts of lightning. It is theorized that the weapon somehow draws power from the dimensional fabric of reality itself, and so never requires recharging.
What mad genius could develop such a radical technology will likely remain a mystery unknown to the megaverse.

• Range: 1,500'
• Damage: 4D6 per bolt of lightning + Tesla Effect
• Rate of Fire: Per the skill of the archer
• Payload: Unlimited
• Modifiers: +2 to Strike
• Notes: Two-handed weapon. Requires no minimum strength to use. Weapon does M.D. in a mega-damage environment.
• Tesla Effect: Stunned (lose initiative and 1 APM) for 1 melee round per each hit and failed save vs. non-lethal toxins; effective even against environmental M.D.C. armor.
• Weight: 8 lbs.


CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.


Vibro-Sword
Image
  • Damage: 3d6 M.D.
  • Payload: 1 E-Clip will last for approximately 1 hour of use
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.259, R:UE


NE-BA-30 Light Body Armor
Image
M.D.C. by Location:
  • Helmet: 50
  • Arms: 30 each
  • Legs: 40 each
  • Main Body: 60
Weight: 10 lbs.
Modifiers: -5% to physical skills
Features:
  • All standard NE environmental armor features (p.35-36, DB8)
  • Thermo-Kinetic Armor (thermal and kinetic attacks do 25% less damage)
Book Reference: p.39-40, DB8


Wilk's 457 Laser Pulse Rifle
Image
  • Range: 2000'
  • Damage: 3D6+2 M.D. per shot or 1D6x10 M.D. burst
  • Rate of Fire: Single shots or 3-shot bursts only
  • Payload: 30 shots per LE-Clip
  • Weight: 6 lbs.
  • Features: None
  • Modifiers: +1 to strike on aimed shots
  • Book Reference: p.206, WB14


NG-WM330 Wild Boar Motorcycle
Image
M.D.C. by Location:
    *Headlight (1): 8
    *Storage Compartment (back): 30
    *Optional Mounted Weapon Systems (3, max): 20 each
    *Armored Tires (3): 18 each
    Main Body: 120
* Requires a called shot at -4 to strike; -90% to speed if 1 tire is destroyed
Statistical Data:
Maximum Speed: 130 mph max on roads or stony desert; 80 mph or less depending on conditions, in grassy, sandy, or rough terrain
Range: 2,000 miles per charge (2 hours to fully charge)
Modifiers: -10% to piloting on gravel and tall grass, -15% on rough terrain, sand, mud, and deep snow to 8"
Crew: 1 for a cyborg or other big rider
Class: All-Terrain Motorcycle
Dimensions: 4' high, 5' wide, 11' long, 970 lbs.
Cargo: small storage compartment (4 items)
Power System: Electric Battery
Weapon Systems:
  • None
Features of Note:
  • None
Book Reference: p.205-206, WB34


Wilk's Integrated Optics Gun-Sight
Image
  • M.D.C.: 5
  • Telescopic magnification: 3,000'
  • Passive night vision: 3,000'
  • FLIR Thermal-Imaging: 1,600'
  • Laser range-finder and aiming system: 5,000'
  • Weight: 2 lbs.
  • Modifiers: +2 to strike on aimed shots


Talisman of Armor of Ithan Gift
Image
Talisman
Magic Features
  • Armor of Ithan
  • Duration: 5 minutes
  • M.D.C.: 50 (1/2 damage from magical fire, cold, and lightning)
  • Charges: 3
Book Reference: p.150, BoM


Talisman of Sustain Gift
Image
Talisman
Magic Features
  • Sustain
  • Require no food, water, or breath, need only 2 hours of sleep/night. Can survive almost all environmental conditions
  • Duration: 5 days
  • Charges: 3
Book Reference: p.150, BoM


Talisman of Cleanse Gift
Image
Talisman
Magic Features
  • Cleanse
  • Charges: 3
Book Reference: p.150, BoM


Talisman of Invulnerability Gift
Image
Talisman
Magic Features
  • Invulnerability
  • M.D.C.: 50
  • Impervious to cold, disease, drugs, gases, energy, poison, and toxins
  • +10 vs magic, psionics, & horror factor
  • Duration: 5 melees
  • Charges: 3
Book Reference: p.150, BoM
Last edited by Jack McDermott on Wed Jun 12, 2019 11:00 am, edited 21 times in total.
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Re: Jack McDermott (Human Wilderness Scout, Mercenary)

Postby Jack McDermott » Thu Nov 01, 2018 11:20 am

Background Story

Born in New York city in 1978...

Jack had a charmed life, good grades in high school and he transitioned to college easily. He never had any problems making friends. He was a mans man and the ladies loved him. Since his early days in high school he was given the nickname Handsome Jack. Jack's friends would tease him about how the girls would swoon when he came around. After college Jack found that his ability to befriend people made it easy to get them to talk to him. He easily moved into a Private investigation firm and moved through the ranks. Jack eventually landed the coveted position and lead investigator and struggled with the decision to open his own firm. He was doing well.

For Christmas one year Jack and some friends decided to take a trip to Bermuda. Tired of the cold they all wanted to get away to somewhere warm for a couple days. The CEO of Jack's firm had suggested it and offered to fly the group in his personal jet. This was probably the worst decision of Jacks life. As they neared the island the weather changed without notice, the skies turned black and the strangest blue lighting crackled from cloud to cloud all around them. He didn't remember much when he woke in the aircraft lodged in trees... alone. He scrambled around the jet to find anyone and could not. Maybe they went for help... he thought and started to make his way down the tree only to find no one there as well. What he did find was a shiny piece of metal, which he could see his reflection in. His face was not his, it couldn't be his. His face was horribly disfigured.

No Family and no friends, Jack was forced to survive in the wilderness alone. Slaved and sold in a strange land know known as Atlantis he was brought to North America to be bait so the slavers could catch more humans. The things he did to survive... the things he saw, they still come to him in dreams at night. Once he broke free he vowed to never be taken alive by slavers again! He made his was north from the shores of what was Florida in his time. He hoped that there would be a chance he could find some semblance of his old life near New York again. Luck was something Jack found he no longer had. After years of searching he finally gave up searching for what was and accepted what is. His time traveling taught him that there were many things to fear, so he learned to stay clear. He learned to track the creatures movements, to speak some of their languages. He Would never give up.
Last edited by Jack McDermott on Mon Nov 05, 2018 8:27 am, edited 4 times in total.
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Re: Jack McDermott (Human Wilderness Scout, Mercenary)

Postby Jack McDermott » Wed Nov 14, 2018 3:57 pm

Fortune and Glory
1d10 = 10
1d4 = 1
(1) Receive 3 Automatic Critical Successes to use at your discretion (includes skill rolls, combat actions, scroll study, tinkering attempt, etc.)

Used 1 - Post Used

Used 2 - Post Used
Last edited by Jack McDermott on Mon Oct 28, 2019 7:32 am, edited 1 time in total.
[H.P.: 17/17
S.D.C.: 59/59
Perception: 30%
Invoke Trust/Intimidate: 15%/25%

Character Sheet
Saving Throw Bonuses
  • Coma/Death: +10%
  • Magic (varies):
  • Lethal Poison (14+): +2
  • Non-Lethal Poison (16+): +2
  • Insanity (12+): +1
  • Psionics (varies): +1
  • Horror Factor (varies):

Combat Data
  • HTH Type: Expert
  • Number of Attacks: 5
  • Initiative Bonus: +1
  • Strike Bonus: +3
  • Parry Bonus: +5
  • Dodge Bonus: +5
  • HTH Damage Bonus:
  • Kick Attack: 1D8 damage
  • Bonus to Roll w/Punch: +6
  • Bonus to Pull a Punch:
  • Bonus to Disarm:
  • Automatic Knockout on natural roll of 20

NE-BA-30 Light Body Armor
M.D.C. by Location:
  • Head/Helmet - 50/50
  • Arms -30 /30
  • Legs - 40/40
  • Main Body -60 /60
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Jack McDermott
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Re: Jack McDermott (Human Wilderness Scout, Mercenary)

Postby Jack McDermott » Thu Feb 21, 2019 7:35 am

Level up - 2

HP 1d6 = 2
+1 OCC related skill (starts at level 1)
all skills added new level bonus
+1 save vs HF

Level up - 3

+1 secondary skill
all skills added new level bonus
HP 1d6 = 4

Shadow Dice rolls -
HP 2d4 = 2
SDC 1d6 = 3
PPE 2d6 = 5

Ice bear Dice rolls -
HP 2d4 = 3
SDC 1d6 = 6
PPE 2d6 = 11
Last edited by Jack McDermott on Thu Jun 13, 2019 7:57 am, edited 1 time in total.
[H.P.: 17/17
S.D.C.: 59/59
Perception: 30%
Invoke Trust/Intimidate: 15%/25%

Character Sheet
Saving Throw Bonuses
  • Coma/Death: +10%
  • Magic (varies):
  • Lethal Poison (14+): +2
  • Non-Lethal Poison (16+): +2
  • Insanity (12+): +1
  • Psionics (varies): +1
  • Horror Factor (varies):

Combat Data
  • HTH Type: Expert
  • Number of Attacks: 5
  • Initiative Bonus: +1
  • Strike Bonus: +3
  • Parry Bonus: +5
  • Dodge Bonus: +5
  • HTH Damage Bonus:
  • Kick Attack: 1D8 damage
  • Bonus to Roll w/Punch: +6
  • Bonus to Pull a Punch:
  • Bonus to Disarm:
  • Automatic Knockout on natural roll of 20

NE-BA-30 Light Body Armor
M.D.C. by Location:
  • Head/Helmet - 50/50
  • Arms -30 /30
  • Legs - 40/40
  • Main Body -60 /60
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Re: Jack McDermott (Human Wilderness Scout, Mercenary)

Postby Jack McDermott » Thu Feb 28, 2019 11:28 am

Standard properties of NE fully sealed environmental Thermo-Kinetic body armor:

• Complete environmental battle armor suitable for use in all hostile environments, including space.
• Masks infrared and thermal emissions, making the wearer's heat invisible to infrared and thermal optics! There's only a
01- 25% chance of showing up on thermal systems, and even then the reading/image will seem unusually unclear. Note: This feature alone raises the cost of the armor, and the damage re­sistance (see the next two features) increases the cost even more compared to conventional Earth armor, but worth every credit.
• Insulated, high temperature resistant shielding for up to 500 degrees centigrade. Normal fires do 5% of their normal dam­age and only when exposed to it for more than a few minutes. Mega-Damage fire, heat, plasma and magic fire does half dam­age. (M.D. cold does full damage.)
• Kinetic energy dampening and cushioning system. Explosions, high impact, falls, and projectile weapons (arrows, bullets, rail gun rounds, grenades, missiles, etc.) do half damage. S.D.C. punches, kicks, and weapons do no damage. Note: Low speed kinetic impact from punches at Bionic, Robotic and Supernatural Strength levels do full damage. Laser weapons, ion blasters, electricity, particle beam weapons and M.D. cold at­tacks also inflict full damage.
• Computer controlled life support, including internal cooling and temperature control.
• Artificial air circulation system, gas filtration, humidifier and ra­diation shielded.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contami­nated air environments. Ten hour oxygen supply.
• Maximum underwater depth tolerance of2,000 feet (610 m).
• Helmet face plate is removable, with a polarized and light sen­sitive/adjusting tinted visor.
• Built-in loudspeaker; 80 decibels.
• Directional, medium-range radio built into the helmet. Range is 20 miles (32 km), double with booster and/or transmitter tow­ers.
• Built-in language translator, includes American, Dragonese, Euro, French, Spanish, Techno-Can, plus two others of choice.
• Concealed Mini-Comp: A multi-purpose miniature computer and display is built into the left wrist that will indicate system errors within the armor, including damage levels, oxygen sup­ply, depth gauge, time, date, and directional compass. Forearm Flashlight: Built into the armor above the right wrist is a small flashlight (range is 30 feet/9.1 m) that can be activated by a tiny wrist button or voice command.
Strategically placed magnetic strip clamps for holding hand gre­nades, tools, and small weapons without the need for addi­tional belts or pouches.
• Standard attachment points on back for an NE-0 I BP Back­pack, NE-02S Servo Harness, NE-03DP Diving Pack, NE-05GP Grav Pack, NE-07JP Jet Pack, NE,09SP Survival Pack or the much sought after NE,0XWP Servo-Weapon Pack.
• Naruni Thermo-Kinetic Armor is available in a variety of styl­ish designs and comes in the colors of burnished silver, bur­nished gold, cobalt blue (very dark), matte black, white and forest or desert camouflage patterns.
[H.P.: 17/17
S.D.C.: 59/59
Perception: 30%
Invoke Trust/Intimidate: 15%/25%

Character Sheet
Saving Throw Bonuses
  • Coma/Death: +10%
  • Magic (varies):
  • Lethal Poison (14+): +2
  • Non-Lethal Poison (16+): +2
  • Insanity (12+): +1
  • Psionics (varies): +1
  • Horror Factor (varies):

Combat Data
  • HTH Type: Expert
  • Number of Attacks: 5
  • Initiative Bonus: +1
  • Strike Bonus: +3
  • Parry Bonus: +5
  • Dodge Bonus: +5
  • HTH Damage Bonus:
  • Kick Attack: 1D8 damage
  • Bonus to Roll w/Punch: +6
  • Bonus to Pull a Punch:
  • Bonus to Disarm:
  • Automatic Knockout on natural roll of 20

NE-BA-30 Light Body Armor
M.D.C. by Location:
  • Head/Helmet - 50/50
  • Arms -30 /30
  • Legs - 40/40
  • Main Body -60 /60
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Re: Jack McDermott (Human Wilderness Scout, Mercenary)

Postby Jack McDermott » Wed Jun 12, 2019 10:09 am

Famliar/Pets - WIP

Familiar Name: Shadow
Species: Ferret
Alignment:
Sentiments/Jack:
Sentiments/Others:
Disposition:

ATTRIBUTES
I.Q.: High level Animal IQ
P.S.:
P.P.:
P.E.:
P.B.:
Speed: 10

PHYSICAL DATA
P.P.E.: 5
H.P.: 4
S.D.C.: 3
Age: 1
Sex: Female
Body Length: 16 inch, with a 5 inch tail
Weight: 2 lbs
Description: Black Female

Natural Abilities
Night vision: 60 feet
Keen hearing
Track by smell: 72%
Prowl: 60%
Climb: 45%
Max. Encumbrance:
Max. Carrying Weight:
Max. Lifting Weight:
Max. Jumping Ability:

Combat Data
Number of Attacks: 2
Initiative Bonus: +2
Strike Bonus: +2
Dodge Bonus: +3
Bonus to Roll w Impact or fall: +2
HTH Damage Bonus:
Bite Attack: 1D4 damage
Claw attack: 1

Equipment

Talisman of Armor of Ithan Gift
Image
Talisman
Magic Features
  • Armor of Ithan
  • Duration: 5 minutes
  • M.D.C.: 50 (1/2 damage from magical fire, cold, and lightning)
  • Charges: 3
Book Reference: p.150, BoM


Talisman of Sustain Gift
Image
Talisman
Magic Features
  • Sustain
  • Require no food, water, or breath, need only 2 hours of sleep/night. Can survive almost all environmental conditions
  • Duration: 5 days
  • Charges: 3
Book Reference: p.150, BoM




Pet Name: Ice Bear
Species: Ferret
Alignment:
Sentiments/Jack:
Sentiments/Others:
Disposition:

ATTRIBUTES
I.Q.: High level Animal IQ
P.S.:
P.P.:
P.E.:
P.B.:
Speed: 10

PHYSICAL DATA
P.P.E.: 11
H.P.: 5
S.D.C.: 6
Age: 1
Sex: Male
Body Length: 18 inch, with a 6 inch tail
Weight: 3 lbs
Description: White Male

Natural Abilities
Night vision: 60 feet
Keen hearing
Track by smell: 72%
Prowl: 60%
Climb: 45%
Max. Encumbrance:
Max. Carrying Weight:
Max. Lifting Weight:
Max. Jumping Ability:

Combat Data
Number of Attacks: 2
Initiative Bonus: +2
Strike Bonus: +2
Dodge Bonus: +3
Bonus to Roll w Impact or fall: +2
HTH Damage Bonus:
Bite Attack: 1D4 damage
Claw attack: 1

Equipment

Talisman of Armor of Ithan Gift
Image
Talisman
Magic Features
  • Armor of Ithan
  • Duration: 5 minutes
  • M.D.C.: 50 (1/2 damage from magical fire, cold, and lightning)
  • Charges: 3
Book Reference: p.150, BoM


Talisman of Sustain Gift
Image
Talisman
Magic Features
  • Sustain
  • Require no food, water, or breath, need only 2 hours of sleep/night. Can survive almost all environmental conditions
  • Duration: 5 days
  • Charges: 3
Book Reference: p.150, BoM
[H.P.: 17/17
S.D.C.: 59/59
Perception: 30%
Invoke Trust/Intimidate: 15%/25%

Character Sheet
Saving Throw Bonuses
  • Coma/Death: +10%
  • Magic (varies):
  • Lethal Poison (14+): +2
  • Non-Lethal Poison (16+): +2
  • Insanity (12+): +1
  • Psionics (varies): +1
  • Horror Factor (varies):

Combat Data
  • HTH Type: Expert
  • Number of Attacks: 5
  • Initiative Bonus: +1
  • Strike Bonus: +3
  • Parry Bonus: +5
  • Dodge Bonus: +5
  • HTH Damage Bonus:
  • Kick Attack: 1D8 damage
  • Bonus to Roll w/Punch: +6
  • Bonus to Pull a Punch:
  • Bonus to Disarm:
  • Automatic Knockout on natural roll of 20

NE-BA-30 Light Body Armor
M.D.C. by Location:
  • Head/Helmet - 50/50
  • Arms -30 /30
  • Legs - 40/40
  • Main Body -60 /60
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