Hangouts Handle: joseph.h.brady13
Character Name: Jeremy Lancaster (Does answer to Jerry)
Power Category: Mutant
Alias:
Occupation: Pizza Delivery
Alignment: Unprincipled
XP Level: 4
XP Points: 8,376 (Updated 2/1/2023 by CHIMERA)
Next Level @ XP: 16501
Birth Order/Family Ties: First born
Land of Origin: North America
Childhood Environment: Countryside
Social/Economic Background:
When Extraordinary Abilities First Manifested: Recently
Disposition: A decent guy that tries to keep an open point of view. He can be a little rough when he’s agitated, but, even then, tries to stay calm enough to make rational decisions and communicate civilly with whoever he is communicating with. He can be very blunt and sound uncaring or rude even if it's not his intention.
ATTRIBUTES
I.Q.: 11
M.E.: 11
M.A.: 3
P.S.: 17 +2 SDC damage
P.P.: 12
P.E.: 14
P.B.: 8
Speed: 16
PHYSICAL DATA
PPE: 26
HP: 28
SDC: 44
Age: 25
Sex: Male
Height: 6 feet 2 inches
Weight: 212 pounds
Description: Jeremy is a tall guy with dark hair and kept goatee. He looks physically fit but not overly strong and overall does not look much better than the average male of his age and build.
Natural Abilities
Perception: 24% (+3%) see rules here
strength:
carry 340lbs
lift 680lbs
endurance:
carry maximum weight: 56 minutes
run with maximum weight: 28 minutes
hold maximum weight: 14 melee rounds
run at maximum speed: 14 minutes
movement:
per minute: 320 yards
per round: 80 yards
per action: 20 yards
Mutant Characteristics
No unusual characteristics
Cause of Mutation: Radiation
Super Abilities
Major Power 1: Animal Metamorphosis (any, but usually canines)
The character can completely transform into a particular type of animal. As an animal, the human gets all the inherent abilities and defenses that animal form may offer, while retaining his own memory, I.Q., S.D.C., hit points, and ability to speak. All physical attributes change up or down, as best fits the animal. The animal shapechanger can change from humanoid to animal and back at will. Each transformation counts as one melee action. If the option Horror Factor rules are used, anyone seeing the change must roll against a Horror Factor of 11.
Canine
Cat
Bird
Rodent
Mustelid
Reptile
Major Power 2 (mutated from APS: light): Alter Physical Structure-Firecontinuous bolt of flame-
Range:
Damage: 5D6 maximum. Power level can be regulated from 1d6 up to maximum damage. Maximum width is if both hands are used together with 2 fingers spread apart. 2 feet.
duration: 8 rounds
Attacks per melee: Each long-lasting, continuous counts as three three melee actions
Rate of fire: One bolt of Flame can be unleashed or two simultaneous bolts (double damage) by pointing at the same target with both hands. This simultaneous double blast counts as one melee action. Must be aimed shot to get the +4 bonus. Shooting while flying/moving, or shot wild mans no bonus and is the same as firing a weapon 'wildly'.
Bonus: +4
Fire ball:
Range: 390feet
Damage: 6d6 The size and damage of the fire ball an be regulated from 1d6 up to maximum
Duration: instant
Attacks per melee: Each fire ball counts as one melee attack
bonus: +3
Create a wall or circle of flame:
The walls of flame are 6 feet deep, up to 24 feet high, and can circle up to a 20 foot radius
range: 130 feet
Duration: 6 melee rounds per level (24 total). The fiery character must concentrate to maintain the wall, which takes up 2 o his melee actions round it is maintained.
Attacks per melee: Each wall or circle of flame counts as one melee action.
Bonus: +4 to specific area.
Deadly Heat affect from the circle of flame: The superbeing can radiate heat and can increase the temperature by 50 degrees Fahrenheit every melee.
Radiate Heat:
Range: 15 feet plus 5 feet per level (30 feet total). The area most affected is a 12 feet radius around the area of heat or the superbeing, whichever he choses.
Damage: Special, no higher than 140 degrees Fahrenheit.
Duration: As long as the character concentrates. No other attacks are possible when the superbeing s is radiating heat in this fashion.
Attacks per melee: Counts as 2 attacks per melee
Breathe Fire:
Range: 9 feet
Damage: 4d6 damage
Duration: instant
Attacks per melee: Each fire breath counts as one melee attack.
Bonus: +1
Super Nova:
Range: Self and surrounding area.
Duration: One melee
Attacks per melee: one
Damage: Special. automatically hits everything in the blast radius.
The Fiery Explosion:
10000 damage to everything within 100 feet radius of the center of the explosion
5000 damage to everything for the following 100 feet
1000 damage for the next 100 feet
500 damage for the next 200 feet
100 damage for the subsequent 200 feet
The super nova requires 8 melee rounds (2 minutes) of concentration and is irreversible after 5 melees
Survival Table
01%-10% Character lives. No permanent damage, cannot use power for d4 weeks
11%-25% Character survives. permanently loses APS: fire with no replacemet
26%-40% Character survives but loses all super abilities
41%-85% Character is atomized
86%-00% Character survives, but the character's power mutates into a completely new one: roll on Random Major Ability Table. Roll on the insanity tables: Neurosis and Phobia
Other Abilities:
Natural Armor: A.R. in fiery form is 14
The natural protection extends to attacks by normal human beings. Unless protected in some way, attackers will take 4d6 damage each time the person punches through the flames to strike the blazing hero.
Impervious to fire, plasma, and heat in both human and fire form.
Eat fire. The character can perform fire-eater type tricks without ill effect. Eating fire does not provide any nourishment .
Option Horror Factor in flame form: 14
Limitations:
The character returns to normal when rendered unconscious
The fire form cannot be maintained without sufficient oxygen.
Intense cold, ice, chemicals or being doused with large amounts of water extinguish the flame, forcing the character to revert to normal. Such attacks have a 01%-40% chance of successfully dowsing the flame. System shock prevents the superbeing from using his power for 2d4 melee rounds. Cold type attacks do full damage
Electricity, lasers, energy blasts, magic, explosive force, and even physical attacks all do full damage.
turning into flame makes walking and touching normal surroundings, let alone lobbing fire balls, extremely dangerous. There is always the threat of setting objects, buildings, and the area ablaze when touched by the flame.
Minor Super Abilities:
Energy Expulsion: Light Explosion
The character glows for 1D4 seconds and boom, a powerful burst of light is generated in all directions with effects similar to a riot control flash grenade. This power is great for for shaking off numerous assailants or for creating a rather a spectacular distraction. The character is naturally resistant to light-based attacks (takes half damage fro any light or laser based attacks) and he can see in the brightest of light, cannot be blinded by strong lights or lasers.
Range: The light burst has a radius of effect centered on the character and affects everyone within 39 feet. This can be regulated in increments of 3 feet.
Duration: Instant
Damage: 1d4 damage to everyone within the blast radius. The burst also blinds everyone within the radius for 4d4 melee rounds. Victims are -10 to strike, parry, and dodge, and those that panic and try to run have a o1%-75% chance of falling on their face (takes an additional 1d6 damage) per 10 feet they travel.
Attacks per melee: Each burst of light counts as 2 melee attacks
Saving throw: A saving throw can be made, but requires a PP of 16 or higher plus any bonuses, as the victim tries to shield their eyes before the light explosion goes off. Those with cybernetic or bionic eyes are immune to the blinding light.
Bonuses: Everybody within the burst of light takes damage and is likely blinded from the attack.
Penalties: Careless use of this power can may also blind and harm allies and innocent bystanders.
EDUCATION LEVEL: high school graduate
Scholastic Skills
Mathematics: Basic 65% (+5%)
Pilot: Automobile 66% (+2%)
Language: Native Tongue 91% (+1%)
Literacy: Native Language 98% (+5%)
Cook 55% (+5%)
Sewing 60% (+5%)
Fishing 60% (+5%)
Streetwise 38% (+5%)
Pick Locks 50% (+5%)
Prowl 45% (+5%)
Find Contraband, Weapons, & Cybernetics 43% (+4%)
Concealment 37% (+4%)
Secondary Skills
Basic Electronics 45% (+5%)
Wilderness Survival 45% (+5%)
Automotive Mechanics 40% (+5%)
First Aid 60% (+5%)
Climbing/Rappelling 55/45% (+5%)
Swimming 65% (+5%)
Hand to Hand: Basic
General Repair & Maintenance 50% (+5%)
Land Navigation 48% (+4%)
Research 65% (+5%)
Body building and weight lifting (1st level)
Athletics (1st level)
Combat Data
HTH Type: Basic
Number of Attacks: 5
Initiative Bonus: +0
Strike Bonus: +0
Parry Bonus: +3
Dodge Bonus: +3
Disarm Bonus: +0
HTH Damage Bonus: +2
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +2
Other:
Karate-Style kick does 2d4 damage
Snap kick does 1d6 damage
Weapon Proficiencies
currently none
Saving Throw Bonuses
Coma/Death:
Toxins (15+):
Magic (varies):
Lethal Poison (14+):
Non-Lethal Poison (16+):
Insanity (12+):
Psionics (varies):