Jay Sark (Mutant Human, On Hiatus) LEVELED UP!

This is where the characters of players who have reserved inactive slots are stored.

Moderators: Game Masters, Group Leaders

Jay Sark (Mutant Human, On Hiatus) LEVELED UP!

Postby Jay Sark » Fri Sep 02, 2016 10:18 pm

Player Name:James
Hangouts: jmarlow3737

Character Name: Jay Sark
Power Category: Mutant Human
Alias: Breach
Occupation: Police Officer
Alignment: Scrupulous
XP Level: 4
XP Points: 17861 (Updated 11/01/18 by CHIMERA
Next Level @ XP: 16,501
Birth Order/Family Ties: 4th Born
Land of Origin: Millennium City, Baja, Confederate States of Columbus, Coalition of Allied Nations
Childhood Environment: Ag/Farm Community
Social/Economic Background: Highly Skilled/Upper Middle Class
When Extraordinary Abilities First Manifested: Preteens
Disposition: Quiet while he's figuring out what to do, but when he makes up his mind he is all in and ready to go. Usually a nice guy but can be overbearing once his plans are set.

I.Q.: 12
M.E.: 12
M.A.: 14
P.S.: 19
P.P.: 12
P.E.: 28
P.B.: 12
Speed: 24 (16.36 mph, 24 ft/sec)

PPE: 21
AR: 13
HP: 67/67 (+1d6/lvl & 1d4/lvl)
SDC: 310/269 (+10/lvl)
Age: 30
Sex: Male
Height: 6 feet
Weight:190 lbs
Description: Jay Sark is tall and carries a toned medium build. His skin happens to be a deep purple while his hair is stark white, though cropped short in a military style cut. His face is angular and slim while a pair of yellow eyes gaze out upon the world.

Mutant Characteristics
The Cause of the Mutation: An unknown, random element. A complete mystery.
Unusual Hair color (white), Skin color (purple) and Eye color (yellow)
Double-Jointed: Escape bonds: 79%, Chace to Escape: 50% +1%

Natural Abilities
Perception: 49%
Max. Carrying Weight: 380 lbs.
Max. Lifting Weight: 760 lbs.

Super Abilities

Extraordinary Physical Endurance (Fatigues at 1/10th normal) (HU2 pg 232)

Hardened Skin (AR: 13 +1 at levels 6, 8, 10, 12) (PU1 pg 29)

Power Channeling (HU2 pg 236)
Ability to generate kinetic force and deliver it on contact with a physical strike.
Hand to hand damage bonus does not apply
- Body Tackle 1d6 (+1d4/lvl)
- Head Butt 2d6 (+1d6 @ lvl 5, 7, 9, 11, 13, 15)
- Punch 1d6 (+1d6/lvl)
- Power Punch 6d6x2 (4 actions)
- Kick 2d6 (+1d6/lvl)
- Jump Kick: Dmg=kick dmg x2 (uses all actions & must be 1st attack of the melee round)

Doorway (PU1 pg 21)
- By touching any wall or floor with an open space on the other side (cannot be used on the side of a mountain unless there is a cave just inside the rock), he can create passage to the opposite side. The doorway is up to 4ft wide by 8ft tall. [PU 1]
- Range: Touch
- Duration: 1 Melee/lvl, as long as he maintains contact

Heightened Sense of Awareness (PU1 pg 30)
-Automatic Dodge
-Perception: +5

Conduct Electricity (PU1 pg 18)
-Range: self or electrical devices within 100 ft +15 ft/lvl
-Duration: 1 minute/lvl
1: Can manipulate or conduct electricity without injury or pain. Up to 60K volts. Greater amounts do 1/3rd damage.
-Can bridge and bring electricity from one source to another. By touching a power source and an object: he can recharge batteries/run an appliance.
2: Toss Electric Bolts: while holding a live electric line or other source of electricity
-Damage: 3d6, Rate: apm
-Bonus: +2 (plus PP attribute bonus=none)
-Add 3d6 to punch/kick if holding an electrical source
3: Stop Electrical Devices: All electrical devices in range are stopped.
-Range: 20 ft
4: Parry Electrical Attacks
-Parry bonus: +3 (plus PP attribute bonus=none) Failed roll takes 1/3rd damage
4.5: Dampening Field: 10 ft diameter, grounds out all electricity that strike it. Max range it can be cast: 100 ft
5: Redirect Electrical Attacks, on a successful parry
-Strike: 1d20 (no bonuses)
5.5: Draw Lightening Bolts
-Rate: Only 2 per melee Costs: 2 apm
-Damage: 5d6 +1d6/lvl
6. Sense Electricity: 75% +5%
-during an electrical storm +10%
-automatically knows Basic Electronics: +20%, never gets shocked

EDUCATION LEVEL: Military Specialist

Scholastic Skills

Basic Skills:
Pilot Automobile 68% (+2%)
Mathematics: Basic 65% (+5%)
Language: English 95% (+5%)
Literacy: English 70% (+5%)

Skill Programs:

Military Program (Basic)
Climbing/Rappeling 85% / 75% (+5%)
Military Etiquette 75% (+5%)
Radio: Basic 85% (+5%)
W.P. Automatic & Semi-Automatic Rifle

Espionage Program
Hand to Hand: Martial Arts
Detect Ambush 70% (+5%)
Intelligence 68% (+4%)
Wilderness Survival 70% (+5%)
Detect Concealment 65% (+5%)
Interrogation 80% (+5%)

Espionage Program
Escape Artist 65% (+5%)
Pick Locks 60% (+5%)
Forgery 55% (+5%)
Tracking 60% (+5%)

W.P. Modern Program
W.P. Energy Rifle
W.P. Automatic Pistol
W.P. Shotgun

Physical Program
Prowl 60% (+5%)
- Sense of Balance 72% (+3%)
- Work Parallel Bars & Rings 82% (+3%)
- Climb Rope 78% (+2%)
- Back Flip 88% (+2%)

Secondary Skills
Computer Operation 55% (+5%)
Swimming 55% (+5%)
First Aid 65% (+5%)
Law (General) 50% (+5%)
Streetwise 42% (+4%)
(3rd) Athletics
(3rd) Research 55% (+5%)
Basic Electronics: 70% +5% (per Conduct Electricity power)

Combat Data
HTH Type: Martial Arts
Number of Attacks: 6
Initiative Bonus: +4
Strike Bonus: +2
Parry Bonus: +6
Dodge Bonus: +6
Automatic Dodge: +0
Disarm Bonus: +2
HTH Damage Bonus: +4
Bonus to Roll: +9
Bonus to Pull a Punch: +3
Automatic Knockout with a nat 20 fist strike
Body Block/Tackle does 1d4, must parry/dodge to avoid being knocked down
Pin/incapacitate on a roll of 18-20
Crush/Squeeze: 1d4
Kick: 2d4
Karate style Kick: 2d4
Round House Kick: 3d6
Snap Kick: 1d6
Wheel Kick: 2d6
Knee: 1d6

Weapon Proficiencies
W.P. Automatic & Semi-Automatic Rifle (+3 aimed, +1 burst)
W.P. Energy Rifle (+3 aimed, +1 burst)
W.P. Automatic Pistol (+3 aimed, +1 burst)
W.P. Shotgun (+3 aimed, +1 burst)

Saving Throw Bonuses
Coma/Death: +26%
Toxins (15+):
Magic (varies): +7
Lethal Poison (14+): +7
Non-Lethal Poison (16+): +7
Insanity (12+):
Psionics (varies):
Horror Factor: +2
Last edited by Jay Sark on Wed Jul 25, 2018 11:33 am, edited 22 times in total.
Jay Sark

Jay Sark's Equipment

Postby Jay Sark » Fri Sep 02, 2016 10:19 pm

Equipment List

Worn on Person:
Brown Boots

Omega Suit
A.R.: 17
SDC: 227/250
1) Hyper-mimetic alloy fibers change size and molecular composition to fit wearer regardless of APS powers, shape or size changes.
2) Built-in short range encrypted radio transceiver (Omega freq only).
3) Built-in RFID transponder for C.S.P.D. verifies wearer is a Centurion to all C.S.P.D. and their precise GPS location within 20'

TI Riproar (CS p68)
Rate of Fire: single shot or both barrels (double damage)
Payload: 6 round tubular magazine: stun balls 6/5
-Stun Balls; Range: 40 ft / Dmg: 2D6 plus victim is -6 to initiative, strike, parry and dodge for 1 D4 melee rounds unless save vs poison
-Standard Rounds; Range: 100 ft / Dmg: 6d6
-Microjet Rounds; Range: 130 ft / Dmg: 1d6x10
-Explosive Rounds; Range: 100 ft / Dmg: 1d6x10

Utility Belt
1: Hand Cuffs
1: Flash Light
TI Riproar Ammo:
-4: Standard Rounds
-2: Microjet Rounds
TI .50 Ace Magazine: standard 9/1

Combat Knive
Dmg: 1d6 SDC

TI .50 Ace handgun (CS p68)
Range: 150 ft
Dmg: standard 6D6
Payload: 9 round magazine: standard 9/9

In Room at Omega Base

Assorted clothing

TI Riproar Ammo:
-89: Stun Balls, Dmg: 2D6 plus victim is -6 to initiative, strike, parry and dodge for 1 D4 melee rounds unless save vs poison
-26: Standard Rounds, Dmg: 6d6
-18: Microjet Rounds, Dmg: 1d6x10

TI .50 Ace handgun Ammo
-91: Rounds

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
• 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.

• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:

Cash on Hand: 170 Coalition Script
MCPD uniform; Grey shirt & pants & brown belt, sliver badge
MCPD Armored jacket, brown leather, waist length (confiscated)
Vidcomm (confiscated)
Zapp-Gun (confiscated)

Available Financial Resources:
Cash: 0
Savings: 0

1,200: Coalition Script, In a bank account in his home dimension
Car, 1 year old, parked at the MCPD HQ in his home dimension
Last edited by Jay Sark on Sun Jun 24, 2018 5:40 am, edited 15 times in total.
Jay Sark

Jay Sark's Background

Postby Jay Sark » Fri Sep 02, 2016 10:19 pm

Background Story

Nightly News clip:

…a typically gorgeous news reporter appears on the TV and begins her broadcast, “In the news tonight, an explosion in the warehouse district, arson is suspected, one man was found at the scene.” A video clips is shown, long range, poor quality, you can see part of a warehouse on fire when the camera pans and catches a flash of white hair getting pushed into the back of a police car. “In other news, the Mars terra-forming team at Copernicus University have developed a design for more productive atmosphere processors that could have the prospective Mars Terraforming project completed decades ahead of previous estimates…..”

Excerpt from Century Station Police report filed about the same time;

Warehouse arson found to be inconclusive. No accelerants were found, no devices were discovered that could have caused the explosion. Suspect was questioned, found to be a mutant and remanded over to C.H.I.M.E.R.A. for further evaluation and questioning.


Jay Sark was born on AgroCom Farming Facility #2173, Broken Bow, Nebraska, Confederate States of Columbus, Coalition of Allied Nations. The facility is a large, mostly automated farm, producing a wide range of products. Jay’s parents were in management of the facility. His father was the head of computer operations while his mother was the lead agro-engineer. Life on the complex was like living in a small town. There were only a few hundred employees along with their families, giving the facility a population of roughly 1,000. Jay grew up alongside his older brother (6 when Jay was born) and two older sisters (4 and 3 when Jay was born) as well as the 432 children of the other employees. All in all life was pretty typical, and safe in the secure corporate agro-facility.

When Jay was about 8 his brother went through “the change” and developed a number of mutant abilities. A couple of years later, both Jay and his oldest sister went through “the change”. For a while it was thought that the younger of Jay’s sisters was going to be a N.P. (non-powered), but she under went her change in her late teens, unlike her siblings. None of this bothered Jay’s parents as they were mutants too. Reports stated that 80% +/- 5% of the world’s human population were mutants along with roughly 5% of the world’s animals. And those numbers seemed to be leveling off for the first time since the upsurge began at the tail end of the Black Plague and record keeping began.

Since Jay‘s powers manifested while he was so young he got bumped up into the basic power control classes provided by the school system, but he thought it was a blast to be in a class with two of his older siblings, even if there was no grade. His school years passed quickly and at 18 he graduated and joined the military, the Coalition Combined Forces to be precise.

Jay was a grunt for his first four year term, stationed in the Bombay Megalopolis. There weren’t really any global wars now that the Coalition included about 80% of the world’s nations. Though there were border skirmishes among the non-allied nations as well as little rebellions here and there. The Bombay Megalopolis proved to be a central location and lead to easy deployments to the non-allied nations on the African and Asian continents. From time to time they were also called on to help secure some super-criminal that had overwhelmed local police, as well as to aid in natural disaster recovery. When he signed up for his second term he was moved from standard infantry and into counterintelligence.

For the next four years Jay spent his time bouncing around the globe. His favorite thing was when he conducted aggressive security checks. This usually meant the squad he was in was tasked with testing the security system at a specific location by actually breaking into the place.

When his second term was over, Jay, now 26 years old, headed home for a couple months to spend some time with family and see the old sites. One morning as he read through the online news he caught a glimpse of an ad for the Coalition Judicial Police in Millennium City, Baja, CSC. Applying online, he got a confirmation and interview request. He said goodbys to his family and got a ticket for the Vacc-Tube train to Millennium City. The train ride took about 5 hours and put him in town two days before his interview. He spent the day before his interview touring around the city, seeing the sights and walking around to get a feel for the place. After it was all said and done, he got the job and moved into the barracks for the mandatory 8 week training period. Training went smooth enough, much like what he was used to in the Army. Though, in addition to physical training and tactics there was also a lot of time spent in class rooms studying the law.

After training he was assigned a precinct and put on patrol. Turning out for his first shift and dressed in his pressed gray uniform, he met his new partner. A N.P. by the name of Roger Kelley who looked like he just graduated high school. The way Jay figured it, he had experience in the military and was a mutant, he was here to baby sit this kid, see if he had what it took to be a cop in a world of mutants. Granted a cop’s body armor and zap-gun did level the playing field some, but the kid was good. He had a level head and seemed to know exactly when to call for backup. It was almost like a mutant power unto itself.

With a few years on patrol under his belt, Jay was promoted to sergeant and transfer to the tactical-squad division. It was here that Jay's life was forever changed. He was on a raid. They were going to flush out a guy named Quillion. He was a tech geek suspected of selling restricted tech, namely weapons. The team’s psi-tech overrode the entry codes to Quillion’s warehouse and they entered. Not 10 paces in and Furd Wilton fell to pieces, literally. A laser mesh sprung from the wall and diced him into pieces no bigger than a Magic Cube, puzzle game. The lasers were so hot there wasn’t even any blood, just chunks of Furd. The trap must have been an isolated system, with no net link. Otherwise their Psi-Tech should have caught it. Likely an optical beam set it off. Either way the trap did what it was supposed to do. It gave Quillion time because now they had to move much more slowly, checking an area before moving into it. Worried that Quillion would get away, Jay rushed ahead, trusting in his powers to protect him. He arrived just in time to see Quillion jump through what appeared to be a teleportation portal. As Jay rushed at the portal, hoping to get there before it shut down, he notice a small clock counting down and as Jay’s foot entered the portal he saw it fick to zero. It must have been a self destruct because the next thing Jay knew he was being flung out the other side of the portal by a blast wave, chased by a jet of fire. A second after the blast threw him over a stack of crates and into a wall, the portal flick off. Likely the same blast had destroyed the portal’s generator.

As Jay came too, he was being pushed into the back of a police car and then into a interrogation room. He attributed the odd feeling he had that something was wrong to having been stunned by the blast. After telling his story to the cops and getting weird looks in return, he realized he hadn't really seen any mutants since he came through the portal and, in addition to a couple other things, these cop’s uniforms weren’t quite right. That’s when he decided to shut up and see if the cops found anything at the warehouse. Unable to find any cause of the blast the cops sat Jay down in a waiting room and told him a doctor would be along to check him over, but they had actually called C.H.I.M.E.R.A. for further evaluation and questioning after he told them his story a couple times.

Jay sat wearing paper slippers and an orange jumpsuit, stripped of his MCPD uniform; badge, coat, Zapp-gun, vidcom, along with everything else he was wearing when he jumped through the portal, and waited in the little room for someone to return.

Being locked in an interrogation room waiting for about half a day gave Jay plenty of time to think. Something finally pulled itself up from the back of his mind and he began to realize, that wasn’t a teleportation portal. It was a dimensional portal!

Now he's stuck here.....along with Quillion. This thought gave Jay a grin, but little does he know Quillion likes it here. Far fewer mutants makes him a lot more powerful and his inventions a much more expensive.

After a while of being left alone, he figured it would be a good time to slip out. Contorting his hands he slipped his handcuffs off and got free of the table he was chained to. He waited a moment to see if anyone would come running, but when no one did he stood and crossed the room. Trying the door, he found it was locked. He gave a chuckle as he reached out and opened a doorway portal through the wall, only to find a middle-aged Asian woman standing there. After a second she says in a flat tone, “Took you long enough.”

(For those of you not from Jay Sark’s Alt Earth dimension, Millennium City = an alt version of Century Station, Baja = a state similar in size and location to California, Confederate States of Columbus = Mexico, Canada and the United States of America, Coalition of Allied Nations = group of 80% of his worlds nations)
Last edited by Jay Sark on Sun Sep 11, 2016 9:08 pm, edited 1 time in total.
Jay Sark

Return to Inactive Characters (EP)

Who is online

Users browsing this forum: No registered users and 0 guests