The Mountie (Super Invention, DENIED)

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The Mountie (Super Invention, DENIED)

Postby The Mountie » Sun Jan 16, 2011 6:51 pm

Player Name: John
YIM Handle: jspeas42

Character Name: Darrell Skogland
Power Category: Super Invention
Alignment: Principled
XP Level: 3
XP Points:
Next Level @ XP:
Birth Order/Family Ties: Only Son
Land of Origin: Canada
Childhood Environment: Agricultural/Farm Community
Social/Economic Background: Laborer/Lower Class
Disposition: Quiet but friendly
Insanity: OPTIONAL

ATTRIBUTES
I.Q.: 12
M.E.: 13
M.A.: 13
P.S.: 27 (50)
P.P.: 25
P.E.: 18 (21)
P.B.: 12
Speed: 22

Stats in Blue are the result of wearing the Super-Invention

PHYSICAL DATA
HP: 20 (47)
SDC: 75
Age: 28
Sex: Male
Height: 5”11”
Weight: 176 lbs.
Description: Tall, good-lookin' fella with a quirky smile and the skills to match.

Super Powers of Battle Suit (Level 8 )
Natural Combat Ability
+7 APM
+5 initiative
+4 disarm or entangle
+6 pull punch
+5 Roll with Punch
Back Flip – 86%
Paired Weapons
Exceptional Balance – 84%
+5 Save vs. HF
+2 Save vs. Mind Control, possession
+2 strike and parry on all weapons

Superhuman Strength
Can carry 10,000 lbs and lift 15,000 lbs.
Fatigues at half rate

Weapon Melding
+2 strike and parry
+1D6 PE
+6D6 Hit Points
Maintain hand-held weapons – 98%
Can use all weapons proficiencies equal to level 14

Energy Whip
Range: 15 ft.
Damage: 3D6+14+PS Damage
Create 2 extra whips
+2 disarm
+2 pull punch


EDUCATION LEVEL: Military Specialist

Automatic Skills
Pilot: Automobile
Math: Basic
Language: English
Literacy: English
Language: French
Literacy: French

Scholastic Skills
Military Program (Basic) (+20%)
Running
Climbing – 90/80% (+5%)
Military Etiquette – 65% (+5%)
Radio: Basic – 75% (+5%)
W.P. Rifle

Police/Law Enforcement (+20%)
W.P. Pistol
Criminal Science – 65% (+5%)
Law (general) – 55% (+5%)
Streetwise – 48% (+4%)

Espionage Program (Basic) (+15%)
Hand to Hand: Martial Arts
Detect Ambush – 55% (+5%)
Intelligence – 55% (+4%)
Wilderness Survival – 60% (+5%)
Detect Concealment – 50% (+5%)
Interrogation – 65% (+5%)

W.P. Modern Weapons
W.P. Shotgun
W.P. Submachine-gun
W.P. Heavy Weapons

Physical Program (+10%)
Gymnastics/Acrobatics
Sense of Balance – 74% (+2%)
Walk Tightrope/High Wire – 76% (+3%)
Work Parallel Bars/Rings – 76% (+3%)
Climb Rope – 84% (+2%)
Back Flip – 84% (+2%)
Swimming – 70% (+5%)
Prowl – 57% (+5%)

Pilot: Basic
Pilot: Motorcycle – 68% (+4%)
Pilot: Boats: Motor-type – 65% (+5%)
Pilot: Airplane – 58% (+4%)
Horsemanship – 58% (+4%)

Secondary Skills
Athletics
Body Building
Computer Operation – 50% (+5%)
First Aid – 55% (+5%)
Land Navigation – 44% (+4%)
Hunting (1st Level)
Basic Mechanics (1st Level) – 30% (+5%)

Combat Data
HTH Type: Martial Arts
Number of Attacks: 4
Initiative Bonus: +2
Strike Bonus: +7
Parry Bonus: +9
Dodge Bonus: +9
Disarm Bonus: +2
HTH Damage Bonus: +12
Bonus to Roll w/Punch: +8
Bonus to Pull a Punch: +3
Other:
Karate Kick – 2D4 Damage
Roundhouse Kick – 3D6 Damage
Axe kick – 2D6 Damage
Tripping/Leg Hook

Weapon Proficiencies
W.P. Shotgun (+3 Aimed, +1 Burst)
W.P. Submachine-gun (+3 Aimed, +1 Burst)
W.P. Heavy Weapons (+3 Aimed, +1 Burst)
W.P. Pistol (+3 Aimed, +1 Burst)
W.P. Rifle (+3 Aimed, +1 Burst)

Saving Throw Bonuses
Coma/Death: +6%
Toxins (15+):
Magic (varies): +2
Lethal Poison (14+): +2
Non-Lethal Poison (16+): +2
Insanity (12+):
Psionics (varies):
Possession:
Horror Factor:

Combat Data
HTH Type: Natural Combat Ability
Number of Attacks: 9
Initiative Bonus: +5
Strike Bonus:+5
Parry Bonus: +6
Dodge Bonus: +6
Disarm Bonus: +4
Entangle Bonus: +4
HTH Damage Bonus: +35
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +11
Other:
+2 strike (aimed) and parry all weapons
Back Flip – 86%
Paired Weapons
Exceptional Balance – 84%
Hand to Hand Damage:
Punch – 1D6+2
Power Punch – 2D6+26
Kick Attack – 2D4
Karate Kick – 2D6+2
Jump Kick (counts as 2 attacks, automatic critical strike)
Jump 10ft high and 15ft long
Leap Attack (Critical Strike)
Head Butt – 1D6
KO/Stun on 19-20
Judo-style throw/flip – 2D4, victim loses initiative and one APM

Weapon Proficiencies
W.P. All Modern Weapons (except Revolver) (+7 Aimed, +5 burst)
W.P. Revolver (+8 Aimed, +5 burst)
W.P. Archery (+260 ft Range, +6 Strike and Parry)
W.P. Battle Axe (+4 strike, +4 parry, +3 strike when thrown)
W.P. Blunt (+4 strike and parry)
W.P. Chain (+3 strike and parry)
W.P. Knife (+3 strike, +4 parry, +3 strike when thrown)
W.P. Polearm (+4 strike, +5 parry, +4 strike when thrown)
W.P. Shield (+5 parry, +3 strike)
W.P. Spear (+6 strike, +4 strike when thrown)
W.P. Staff (+5 strike and parry, +2 strike when thrown)
W.P. Sword (+5 strike and parry)
W.P. Whip (+7 strike, +3 damage, +5 entangle)


Saving Throw Bonuses
Coma/Death:+12%
Toxins (15+):
Magic (varies): +5
Lethal Poison (14+): +3
Non-Lethal Poison (16+): +3
Insanity (12+):
Psionics (varies):
Possession: +2
Horror Factor: +5
The Mountie
 

Re: The Mountie (Awaiting approval)

Postby Blackhaunt » Thu Jan 20, 2011 1:04 pm

Things that need editing:
1. Where's my equipment and background?
2. Fill in your XP and XP @ Next Level.
3. Roll an insanity.
4. Gymnastics and Acrobatics should be listed separately, with the highest skill percentage of the overlapping skills being the one listed. Also, format the subskills as a list in size 85 font please.
5. Your battle suit needs a name, a model number and to be posted separately after your equipment and background.
Let the GAMES begin.
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